fixes inventory management
parent
cdcf664034
commit
63225b921a
|
|
@ -152,27 +152,22 @@ export class PlayerCharacterDataModel extends foundry.abstract.TypeDataModel {
|
||||||
_initializeSource(data, options) {
|
_initializeSource(data, options) {
|
||||||
if (data.heldenausruestung.length === 0) {
|
if (data.heldenausruestung.length === 0) {
|
||||||
let sets = [];
|
let sets = [];
|
||||||
|
|
||||||
for (let i = 0; i < 3; i++) {
|
for (let i = 0; i < 3; i++) {
|
||||||
|
|
||||||
const preppedSet = {}
|
const preppedSet = {}
|
||||||
|
|
||||||
PlayerCharacterDataModel.getSlots().forEach(slot => {
|
PlayerCharacterDataModel.getSlots().forEach(slot => {
|
||||||
preppedSet[slot] = null;
|
preppedSet[slot] = null;
|
||||||
})
|
})
|
||||||
|
|
||||||
sets.push(preppedSet);
|
sets.push(preppedSet);
|
||||||
|
|
||||||
}
|
}
|
||||||
data.heldenausruestung = sets
|
data.heldenausruestung = sets
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return super._initializeSource(data, options);
|
return super._initializeSource(data, options);
|
||||||
}
|
}
|
||||||
|
|
||||||
async _onCreate(data, options, userId) {
|
async _onCreate(data, options, userId) {
|
||||||
|
|
||||||
|
console.log(data, 'onCreate');
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
static getSlots() {
|
static getSlots() {
|
||||||
|
|
|
||||||
|
|
@ -597,22 +597,23 @@ export class CharacterSheet extends ActorSheet {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#getEquipmentset(setId) {
|
#mapAllSets() {
|
||||||
const equipmentSet = this.object.system.heldenausruestung[setId]
|
|
||||||
const updateObject = {}
|
const updateObject = {}
|
||||||
// TODO: there's got to be a better angle!
|
Array.from(this.object.system.heldenausruestung).forEach((equipmentSet, index) => {
|
||||||
updateObject[`system.heldenausruestung.${setId}.links`] = equipmentSet.links;
|
updateObject[`system.heldenausruestung.${index}.links`] = equipmentSet.links;
|
||||||
updateObject[`system.heldenausruestung.${setId}.rechts`] = equipmentSet.rechts;
|
updateObject[`system.heldenausruestung.${index}.rechts`] = equipmentSet.rechts;
|
||||||
updateObject[`system.heldenausruestung.${setId}.brust`] = equipmentSet.brust;
|
updateObject[`system.heldenausruestung.${index}.brust`] = equipmentSet.brust;
|
||||||
updateObject[`system.heldenausruestung.${setId}.bauch`] = equipmentSet.bauch;
|
updateObject[`system.heldenausruestung.${index}.bauch`] = equipmentSet.bauch;
|
||||||
updateObject[`system.heldenausruestung.${setId}.ruecken`] = equipmentSet.ruecken;
|
updateObject[`system.heldenausruestung.${index}.ruecken`] = equipmentSet.ruecken;
|
||||||
updateObject[`system.heldenausruestung.${setId}.kopf`] = equipmentSet.kopf;
|
updateObject[`system.heldenausruestung.${index}.kopf`] = equipmentSet.kopf;
|
||||||
updateObject[`system.heldenausruestung.${setId}.fernkampf`] = equipmentSet.fernkampf;
|
updateObject[`system.heldenausruestung.${index}.fernkampf`] = equipmentSet.fernkampf;
|
||||||
updateObject[`system.heldenausruestung.${setId}.munition`] = equipmentSet.munition;
|
updateObject[`system.heldenausruestung.${index}.munition`] = equipmentSet.munition;
|
||||||
updateObject[`system.heldenausruestung.${setId}.armlinks`] = equipmentSet.armlinks;
|
updateObject[`system.heldenausruestung.${index}.armlinks`] = equipmentSet.armlinks;
|
||||||
updateObject[`system.heldenausruestung.${setId}.armrechts`] = equipmentSet.armrechts;
|
updateObject[`system.heldenausruestung.${index}.armrechts`] = equipmentSet.armrechts;
|
||||||
updateObject[`system.heldenausruestung.${setId}.beinlinks`] = equipmentSet.beinlinks;
|
updateObject[`system.heldenausruestung.${index}.beinlinks`] = equipmentSet.beinlinks;
|
||||||
updateObject[`system.heldenausruestung.${setId}.beinrechts`] = equipmentSet.beinrechts;
|
updateObject[`system.heldenausruestung.${index}.beinrechts`] = equipmentSet.beinrechts;
|
||||||
|
|
||||||
|
})
|
||||||
return updateObject;
|
return updateObject;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -840,7 +841,8 @@ export class CharacterSheet extends ActorSheet {
|
||||||
|
|
||||||
if (actor === this.object._id && documentId) { // managing equipped items
|
if (actor === this.object._id && documentId) { // managing equipped items
|
||||||
//const slot = this.#isWorn(documentId, setId)
|
//const slot = this.#isWorn(documentId, setId)
|
||||||
const updateObject = this.#getEquipmentset(setId)
|
//const updateObject = await this.#getEquipmentset(Number(setId))
|
||||||
|
const updateObject = this.#mapAllSets()
|
||||||
updateObject[`system.heldenausruestung.${setId}.${target}`] = documentId;
|
updateObject[`system.heldenausruestung.${setId}.${target}`] = documentId;
|
||||||
console.log(updateObject);
|
console.log(updateObject);
|
||||||
|
|
||||||
|
|
@ -901,7 +903,7 @@ export class CharacterSheet extends ActorSheet {
|
||||||
callback: (event) => {
|
callback: (event) => {
|
||||||
const {setId, target, actor} = event[0].dataset
|
const {setId, target, actor} = event[0].dataset
|
||||||
|
|
||||||
const updateObject = this.#getEquipmentset(setId)
|
const updateObject = this.#mapAllSets()
|
||||||
updateObject[`system.heldenausruestung.${setId}.${target}`] = null;
|
updateObject[`system.heldenausruestung.${setId}.${target}`] = null;
|
||||||
|
|
||||||
this.object.update(updateObject);
|
this.object.update(updateObject);
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue