forked from GitHub-Mirrors/foundry-sw5e
190 lines
6.2 KiB
JavaScript
190 lines
6.2 KiB
JavaScript
/**
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* A specialized Dialog subclass for ability usage
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* @type {Dialog}
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*/
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export default class AbilityUseDialog extends Dialog {
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constructor(item, dialogData={}, options={}) {
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super(dialogData, options);
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this.options.classes = ["sw5e", "dialog"];
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/**
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* Store a reference to the Item entity being used
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* @type {Item5e}
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*/
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this.item = item;
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}
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/* -------------------------------------------- */
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/* Rendering */
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/* -------------------------------------------- */
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/**
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* A constructor function which displays the Power Cast Dialog app for a given Actor and Item.
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* Returns a Promise which resolves to the dialog FormData once the workflow has been completed.
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* @param {Item5e} item
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* @return {Promise}
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*/
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static async create(item) {
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if ( !item.isOwned ) throw new Error("You cannot display an ability usage dialog for an unowned item");
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// Prepare data
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const actorData = item.actor.data.data;
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const itemData = item.data.data;
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const uses = itemData.uses || {};
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const quantity = itemData.quantity || 0;
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const recharge = itemData.recharge || {};
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const recharges = !!recharge.value;
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const sufficientUses = (quantity > 0 && !uses.value) || uses.value > 0;
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// Prepare dialog form data
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const data = {
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item: item.data,
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title: game.i18n.format("SW5E.AbilityUseHint", item.data),
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note: this._getAbilityUseNote(item.data, uses, recharge),
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consumePowerSlot: false,
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consumeRecharge: recharges,
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consumeResource: !!itemData.consume.target,
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consumeUses: uses.max,
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canUse: recharges ? recharge.charged : sufficientUses,
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createTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget,
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errors: []
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};
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if ( item.data.type === "power" ) this._getPowerData(actorData, itemData, data);
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// Render the ability usage template
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const html = await renderTemplate("systems/sw5e/templates/apps/ability-use.html", data);
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// Create the Dialog and return data as a Promise
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const icon = data.isPower ? "fa-magic" : "fa-fist-raised";
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const label = game.i18n.localize("SW5E.AbilityUse" + (data.isPower ? "Cast" : "Use"));
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return new Promise((resolve) => {
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const dlg = new this(item, {
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title: `${item.name}: Usage Configuration`,
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content: html,
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buttons: {
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use: {
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icon: `<i class="fas ${icon}"></i>`,
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label: label,
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callback: html => {
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const fd = new FormDataExtended(html[0].querySelector("form"));
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resolve(fd.toObject());
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}
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}
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},
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default: "use",
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close: () => resolve(null)
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});
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dlg.render(true);
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});
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}
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/* -------------------------------------------- */
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/* Helpers */
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/* -------------------------------------------- */
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/**
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* Get dialog data related to limited power slots
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* @private
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*/
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static _getPowerData(actorData, itemData, data) {
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// Determine whether the power may be up-cast
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const lvl = itemData.level;
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const consumePowerSlot = (lvl > 0) && CONFIG.SW5E.powerUpcastModes.includes(itemData.preparation.mode);
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// If can't upcast, return early and don't bother calculating available power slots
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if (!consumePowerSlot) {
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mergeObject(data, { isPower: true, consumePowerSlot });
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return;
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}
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// Determine the levels which are feasible
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let lmax = 0;
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const powerLevels = Array.fromRange(10).reduce((arr, i) => {
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if ( i < lvl ) return arr;
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const label = CONFIG.SW5E.powerLevels[i];
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const l = actorData.powers["power"+i] || {max: 0, override: null};
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let max = parseInt(l.override || l.max || 0);
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let slots = Math.clamped(parseInt(l.value || 0), 0, max);
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if ( max > 0 ) lmax = i;
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arr.push({
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level: i,
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label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label,
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canCast: max > 0,
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hasSlots: slots > 0
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});
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return arr;
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}, []).filter(sl => sl.level <= lmax);
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// If this character has pact slots, present them as an option for casting the power.
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const pact = actorData.powers.pact;
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if (pact.level >= lvl) {
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powerLevels.push({
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level: 'pact',
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label: `${game.i18n.format('SW5E.PowerLevelPact', {level: pact.level, n: pact.value})}`,
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canCast: true,
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hasSlots: pact.value > 0
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});
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}
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const canCast = powerLevels.some(l => l.hasSlots);
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if ( !canCast ) data.errors.push(game.i18n.format("SW5E.PowerCastNoSlots", {
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level: CONFIG.SW5E.powerLevels[lvl],
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name: data.item.name
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}));
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// Merge power casting data
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return mergeObject(data, { isPower: true, consumePowerSlot, powerLevels });
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}
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/* -------------------------------------------- */
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/**
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* Get the ability usage note that is displayed
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* @private
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*/
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static _getAbilityUseNote(item, uses, recharge) {
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// Zero quantity
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const quantity = item.data.quantity;
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if ( quantity <= 0 ) return game.i18n.localize("SW5E.AbilityUseUnavailableHint");
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// Abilities which use Recharge
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if ( !!recharge.value ) {
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return game.i18n.format(recharge.charged ? "SW5E.AbilityUseChargedHint" : "SW5E.AbilityUseRechargeHint", {
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type: item.type,
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})
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}
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// Does not use any resource
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if ( !uses.per || !uses.max ) return "";
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// Consumables
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if ( item.type === "consumable" ) {
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let str = "SW5E.AbilityUseNormalHint";
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if ( uses.value > 1 ) str = "SW5E.AbilityUseConsumableChargeHint";
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else if ( item.data.quantity === 1 && uses.autoDestroy ) str = "SW5E.AbilityUseConsumableDestroyHint";
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else if ( item.data.quantity > 1 ) str = "SW5E.AbilityUseConsumableQuantityHint";
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return game.i18n.format(str, {
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type: item.data.consumableType,
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value: uses.value,
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quantity: item.data.quantity,
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});
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}
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// Other Items
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else {
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return game.i18n.format("SW5E.AbilityUseNormalHint", {
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type: item.type,
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value: uses.value,
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max: uses.max,
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per: CONFIG.SW5E.limitedUsePeriods[uses.per]
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});
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}
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}
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/* -------------------------------------------- */
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static _handleSubmit(formData, item) {
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}
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}
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