Merge pull request 'feature/import-from-compendium' (#47) from feature/import-from-compendium into main
Reviewed-on: #47pull/51/head^2
commit
e4b6458520
56
src/main.mjs
56
src/main.mjs
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@ -7,7 +7,6 @@ import { VornachteileDataModel } from "./module/data/vornachteile.mjs";
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import { Character } from "./module/documents/character.mjs";
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import { CharacterSheet } from "./module/sheets/characterSheet.mjs";
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import { VornachteilSheet } from "./module/sheets/vornachteilSheet.mjs";
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import {DragDropDSA41} from "./module/extensions/DragDropDSA41.mjs";
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async function preloadHandlebarsTemplates() {
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return loadTemplates([
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@ -15,12 +14,17 @@ async function preloadHandlebarsTemplates() {
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'systems/DSA_4-1/templates/ui/partial-rollable-button.hbs',
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'systems/DSA_4-1/templates/ui/partial-attribute-button.hbs',
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'systems/DSA_4-1/templates/ui/partial-talent-editable.hbs',
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'systems/DSA_4-1/templates/ui/partial-die.hbs'
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'systems/DSA_4-1/templates/ui/partial-die.hbs',
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'systems/DSA_4-1/templates/ui/partial-advantage-button.hbs'
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]);
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}
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Hooks.once("init", () => {
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game.DSA41 = {
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rollItemMacro
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}
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// Configure custom Document implementations.
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CONFIG.Actor.documentClass = Character;
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@ -35,7 +39,10 @@ Hooks.once("init", () => {
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Advantage: VornachteileDataModel
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}
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CONFIG.ux.DragDrop = DragDropDSA41;
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CONFIG.Combat.initiative = {
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formula: `1d6 + @attribute.ini`,
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decimals: 0
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}
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console.log("DSA 4.1 is ready for development!")
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@ -66,5 +73,44 @@ Hooks.once("init", () => {
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})
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Hooks.on('dropActorSheetData', (actor, sheet, data) => {
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CharacterSheet.onDroppedData(actor, sheet, data);
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} )
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return CharacterSheet.onDroppedData(actor, sheet, data);
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} )
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Hooks.once("ready", async function() {
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// Wait to register hotbar drop hook on ready so that modules could register earlier if they want to
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Hooks.on("hotbarDrop", (bar, data, slot) => createBoilerplateMacro(data, slot));
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});
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async function createBoilerplateMacro(data, slot) {
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console.log(data, slot)
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if (data.type !== "Item") return;
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if (!("data" in data)) return ui.notifications.warn("You can only create macro buttons for owned Items");
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const item = data.data;
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// Create the macro command
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const command = `game.DSA41.rollItemMacro("${item.name}");`;
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let macro = game.macros.entities.find(m => (m.name === item.name) && (m.command === command));
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if (!macro) {
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macro = await Macro.create({
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name: item.name,
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type: "script",
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img: item.img,
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command: command,
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flags: { "dsa41.itemMacro": true }
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});
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}
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game.user.assignHotbarMacro(macro, slot);
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return false;
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}
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function rollItemMacro(itemName) {
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const speaker = ChatMessage.getSpeaker();
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let actor;
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if (speaker.token) actor = game.actors.tokens[speaker.token];
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if (!actor) actor = game.actors.get(speaker.actor);
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const item = actor ? actor.items.find(i => i.name === itemName) : null;
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if (!item) return ui.notifications.warn(`Your controlled Actor does not have an item named ${itemName}`);
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// Trigger the item roll
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return item.roll();
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}
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@ -1,5 +1,8 @@
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import {Skill} from "../documents/skill.mjs";
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import {SkillDataModel} from "./skill.mjs";
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const {
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SchemaField, NumberField, StringField, ArrayField, ForeignDocumentField
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SchemaField, NumberField, StringField, EmbeddedDocumentField, DocumentIdField, ArrayField, ForeignDocumentField
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} = foundry.data.fields;
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export class PlayerCharacterDataModel extends foundry.abstract.TypeDataModel {
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@ -103,7 +106,7 @@ export class PlayerCharacterDataModel extends foundry.abstract.TypeDataModel {
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gilde: new StringField(),
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}),
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vornachteile: new ArrayField(new SchemaField({
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vornachteil: new ForeignDocumentField(Item),
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vornachteil: new DocumentIdField(Item),
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wert: new NumberField({ required: false, integer: true }),
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})),
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sonderfertigkeiten: new ArrayField(new SchemaField({
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@ -111,13 +114,9 @@ export class PlayerCharacterDataModel extends foundry.abstract.TypeDataModel {
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auswahlen: new ArrayField(new StringField()),
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})),
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talente: new ArrayField(new SchemaField({
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talent: new ForeignDocumentField(Item),
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taw: new NumberField({integer: true, required: true}),
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})
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),
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talente: new ArrayField(new DocumentIdField(Item)),
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zauber: new ArrayField(new SchemaField({
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talent: new ForeignDocumentField(Item),
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talent: new DocumentIdField(),
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zfw: new NumberField({integer: true, required: true}),
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})),
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liturgien: new ArrayField(new SchemaField({
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@ -140,80 +139,8 @@ export class PlayerCharacterDataModel extends foundry.abstract.TypeDataModel {
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}
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async _onCreate(data, options, userId) {
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// prepare base talents
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const talentsByName = [
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"Athletik", "Klettern", "Körperbeherrschung", "Schleichen", "Schwimmen", "Selbstbeherrschung", "Sich Verstecken", "Singen", "Sinnenschärfe", "Tanzen", "Zechen",
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"Menschenkenntnis", "Überreden",
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"Fährtensuchen", "Orientierung", "Wildnisleben",
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"Götter/Kulte", "Rechnen", "Sagen/Legenden",
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"Heilkunde: Wunden", "Holzbearbeitung", "Kochen", "Lederverarbeitung", "Malen/Zeichnen", "Schneidern"
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]
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const talente = []
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talentsByName.forEach( talentName => {
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const talent = game.items.getName(talentName);
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console.log(talent);
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if (talent) {
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talente.push({
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taw: 0,
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talent
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})
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} else {
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console.error(`${talentName} not found in items`)
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}
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})
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// push base talents
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await game.actors.getName(data.name).update({system: {talente}})
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const startEigenschaften = {
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"mu": {
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start: 10,
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aktuell: 10,
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mod: 0
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},
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"kl": {
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start: 10,
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aktuell: 10,
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mod: 0
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},
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"in": {
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start: 10,
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aktuell: 10,
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mod: 0
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},
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"ch": {
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start: 10,
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aktuell: 10,
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mod: 0
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},
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"ff": {
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start: 10,
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aktuell: 10,
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mod: 0
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},
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"ge": {
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start: 10,
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aktuell: 10,
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mod: 0
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},
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"ko": {
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start: 10,
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aktuell: 10,
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mod: 0
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},
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"kk": {
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start: 10,
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aktuell: 10,
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mod: 0
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}
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}
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await game.actors.getName(data.name).update({system: {attribute: startEigenschaften}})
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super._onCreate(data, options, userId);
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}
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}
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}
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@ -8,6 +8,7 @@ export class SkillDataModel extends BaseItem {
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return {
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name: new StringField({ required: true }),
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gruppe: new StringField({ required: true }),
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taw: new NumberField({ integer: true, initial: 0 }),
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probe: new ArrayField(new StringField(), { exact: 3 }), // References one of the eight attributes by name
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voraussetzung: new SchemaField({
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talent: new StringField({ model: SkillDataModel }),
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@ -15,7 +16,7 @@ export class SkillDataModel extends BaseItem {
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}), // Required skills at a given level
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talent: new HTMLField({ required: true }),
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behinderung: new NumberField({ required: false}), // BE-X
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komplexität: new NumberField({ required: false }), // In case of languages
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komplexität: new NumberField({ required: false }), // In case of languages
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}
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}
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/**
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@ -34,6 +35,56 @@ export class SkillDataModel extends BaseItem {
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* @param {Event} event The originating click event
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* @private
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*/
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async roll() { }
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async roll() {
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console.log(this.parent)
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let roll1 = new Roll("3d20", this.actor.getRollData());
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}
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let evaluated1 = (await roll1.evaluate())
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const dsaDieRollEvaluated = this._evaluateRoll(evaluated1.terms[0].results, {
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taw: dataset.taw,
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werte: [this.system.probe[0], this.system.probe[1], this.system.probe[2]],
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})
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if (dsaDieRollEvaluated.tap >= 0) { // erfolg
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evaluated1.toMessage({
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speaker: ChatMessage.getSpeaker({actor: this.actor}),
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flavor: ` ${dsaDieRollEvaluated.meisterlich?'Meisterlich geschafft':'Geschafft'} mit ${dsaDieRollEvaluated.tap} Punkten übrig`,
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rollMode: game.settings.get('core', 'rollMode'),
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})
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} else { // misserfolg
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evaluated1.toMessage({
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speaker: ChatMessage.getSpeaker({actor: this.actor}),
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flavor: ` ${dsaDieRollEvaluated.meisterlich?'Gepatzt':''} mit ${Math.abs(dsaDieRollEvaluated.tap)} Punkten daneben`,
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rollMode: game.settings.get('core', 'rollMode'),
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})
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}
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}
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_evaluateRoll(rolledDice, { taw, lowerThreshold = 1, upperThreshold = 20, countToMeisterlich = 3, countToPatzer = 3, werte = [] } ) {
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let tap = taw;
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let meisterlichCounter = 0;
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let patzerCounter = 0;
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let failCounter = 0;
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rolledDice.forEach( (rolledDie, index) => {
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if (tap < 0 && rolledDie.result > werte[index]) {
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tap -= rolledDie.result - werte[index];
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if (tap <0) { // konnte nicht vollständig ausgeglichen werden
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failCounter++;
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}
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} else if (rolledDie.result > werte[index]) { // taw ist bereits aufgebraucht und wert kann nicht ausgeglichen werden
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tap -= rolledDie.result - werte[index];
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failCounter++;
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}
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if (rolledDie.result <= lowerThreshold) meisterlichCounter++;
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if (rolledDie.result > upperThreshold) patzerCounter++;
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})
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return {
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tap,
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meisterlich: meisterlichCounter === countToMeisterlich,
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patzer: patzerCounter === countToPatzer,
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}
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}
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}
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@ -34,11 +34,4 @@ export class Character extends Actor {
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console.log(data);
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return data;
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}
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static onDroppedData(character, characterSheet, uuid) {
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}
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}
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}
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@ -1,62 +0,0 @@
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import {DragDropDSA41} from "./DragDropDSA41.mjs";
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export default function DragDropApplicationMixin(Base) {
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return class DragDropApplication extends Base {
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/** @override */
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_onDragOver(event) {
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const data = DragDropDSA41.getPayload(event);
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DragDropDSA41.dropEffect = event.dataTransfer.dropEffect = (foundry.utils.getType(data) === "Object")
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? this._dropBehavior(event, data) : "copy";
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}
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/* -------------------------------------------- */
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/**
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* The behavior for the dropped data. When called during the drop event, ensure this is called before awaiting
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* anything or the drop behavior will be lost.
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* @param {DragEvent} event The drag event.
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* @param {object} [data] The drag payload.
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* @returns {DropEffectValue}
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*/
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_dropBehavior(event, data) {
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data ??= DragDropDSA41.getPayload(event);
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const allowed = this._allowedDropBehaviors(event, data);
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let behavior = DragDropDSA41.dropEffect ?? event.dataTransfer?.dropEffect;
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if ( event.type === "dragover" ) {
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if ( areKeysPressed(event, "dragMove") ) behavior = "move";
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else if ( areKeysPressed(event, "dragCopy") ) behavior = "copy";
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else behavior = this._defaultDropBehavior(event, data);
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}
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if ( (behavior !== "none") && !allowed.has(behavior) ) return allowed.first() ?? "none";
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return behavior || "copy";
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}
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/* -------------------------------------------- */
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/**
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* Types of allowed drop behaviors based on the origin & target of a drag event.
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* @param {DragEvent} event The drag event.
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* @param {object} [data] The drag payload.
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* @returns {Set<DropEffectValue>}
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* @protected
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*/
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_allowedDropBehaviors(event, data) {
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return new Set();
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}
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/* -------------------------------------------- */
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/**
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* Determine the default drop behavior for the provided operation.
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* @param {DragEvent} event The drag event.
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* @param {object} [data] The drag payload.
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* @returns {DropEffectValue}
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* @protected
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*/
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_defaultDropBehavior(event, data) {
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return "copy";
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}
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};
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}
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@ -1,54 +0,0 @@
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export class DragDropDSA41 extends foundry.applications.ux.DragDrop {
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/**
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* Drop effect used for current drag operation.
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* @type {DropEffectValue|null}
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*/
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static dropEffect = null;
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/* -------------------------------------------- */
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/**
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* Stored drag event payload.
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* @type {{ data: any, event: DragEvent }|null}
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*/
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static #payload = null;
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/* -------------------------------------------- */
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/** @override */
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async _handleDragStart(event) {
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await this.callback(event, "dragstart");
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if ( event.dataTransfer.items.length ) {
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console.log(event)
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event.stopPropagation();
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let data = event.dataTransfer.getData("application/json") || event.dataTransfer.getData("text/plain");
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try { data = JSON.parse(data); } catch(err) {}
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DragDropDSA41.#payload = data ? { event, data } : null;
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} else {
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DragDropDSA41.#payload = null;
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}
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}
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/* -------------------------------------------- */
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/** @override */
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async _handleDragEnd(event) {
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await this.callback(event, "dragend");
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DragDropDSA41.dropEffect = null;
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DragDropDSA41.#payload = null;
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}
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/* -------------------------------------------- */
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/**
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* Get the data payload for the current drag event.
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* @param {DragEvent} event
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* @returns {any}
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*/
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static getPayload(event) {
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if ( !DragDropDSA41.#payload?.data ) return null;
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return DragDropDSA41.#payload.data;
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}
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||||
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}
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|
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@ -1,5 +1,3 @@
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import {DragDropDSA41} from "../extensions/DragDropDSA41.mjs";
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export class CharacterSheet extends ActorSheet {
|
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/**@override */
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static get defaultOptions() {
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|
|
@ -24,10 +22,6 @@ export class CharacterSheet extends ActorSheet {
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|||
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/** @override */
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getData() {
|
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// Retrieve the data structure from the base sheet. You can inspect or log
|
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// the context variable to see the structure, but some key properties for
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// sheets are the actor object, the data object, whether or not it's
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||||
// editable, the items array, and the effects array.
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const context = super.getData();
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||||
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||||
// Use a safe clone of the actor data for further operations.
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||||
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@ -36,6 +30,74 @@ export class CharacterSheet extends ActorSheet {
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// Add the actor's data to context.data for easier access, as well as flags.
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context.system = actorData.system;
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context.flags = actorData.flags;
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this.#addSkillsToContext(context)
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this.#addAdvantagesToContext(context)
|
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this.#addAttributesToContext(context)
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|
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return context;
|
||||
}
|
||||
|
||||
#addSkillsToContext(context) {
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const actorData = context.data;
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context.skills = {};
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context.flatSkills = [];
|
||||
|
||||
Object.values(actorData.items).forEach( (item, index) => {
|
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if (item.type === "Skill") {
|
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|
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const talentGruppe = item.system.gruppe;
|
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const eigenschaften = Object.values(item.system.probe);
|
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const werte = [
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{name: eigenschaften[0], value: this.prepareEigenschaftRoll(actorData, eigenschaften[0])},
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{name: eigenschaften[1], value: this.prepareEigenschaftRoll(actorData, eigenschaften[1])},
|
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{name: eigenschaften[2], value: this.prepareEigenschaftRoll(actorData, eigenschaften[2])}
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||||
]
|
||||
if (context.skills[talentGruppe] == null) {
|
||||
context.skills[talentGruppe] = [];
|
||||
}
|
||||
const obj = {
|
||||
type: "talent",
|
||||
gruppe: talentGruppe,
|
||||
name: item.name,
|
||||
taw: "" + item.system.taw,
|
||||
tawPath: `system.items.${index}.taw`,
|
||||
werte,
|
||||
rollEigenschaft1: werte[0].value,
|
||||
rollEigenschaft2: werte[1].value,
|
||||
rollEigenschaft3: werte[2].value,
|
||||
eigenschaft1: werte[0].name,
|
||||
eigenschaft2: werte[1].name,
|
||||
eigenschaft3: werte[2].name,
|
||||
probe: `(${eigenschaften.join("/")})`,
|
||||
id: item._id,
|
||||
};
|
||||
context.skills[talentGruppe].push(obj);
|
||||
context.flatSkills.push(obj);
|
||||
}
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
#addAdvantagesToContext(context) {
|
||||
context.advantages = [];
|
||||
const actorData = context.data;
|
||||
Object.values(actorData.items).forEach( (item) => {
|
||||
if (item.type === "Advantage") {
|
||||
context.advantages.push({
|
||||
id: item._id,
|
||||
name: item.name,
|
||||
value: item.system.value,
|
||||
options: item.system.auswahl,
|
||||
description: item.system.description,
|
||||
});
|
||||
}
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
#addAttributesToContext(context) {
|
||||
const actorData = context.data;
|
||||
context.attributes = [
|
||||
{
|
||||
eigenschaft: "mu",
|
||||
|
|
@ -57,7 +119,7 @@ export class CharacterSheet extends ActorSheet {
|
|||
},
|
||||
{
|
||||
eigenschaft: "ch",
|
||||
name: "IN",
|
||||
name: "CH",
|
||||
tooltip: "Charisma",
|
||||
wert: actorData.system.attribute.ch.aktuell ?? 0,
|
||||
},
|
||||
|
|
@ -81,52 +143,13 @@ export class CharacterSheet extends ActorSheet {
|
|||
},
|
||||
{
|
||||
eigenschaft: "kk",
|
||||
name: "KO",
|
||||
name: "KK",
|
||||
tooltip: "Körperkraft",
|
||||
wert: actorData.system.attribute.kk.aktuell ?? 0,
|
||||
},
|
||||
|
||||
];
|
||||
context.skills = {};
|
||||
context.flatSkills = [];
|
||||
|
||||
if ( context.system.talente?.length >= 0) {
|
||||
context.system.talente.forEach( (talent, index) => {
|
||||
if (talent.talent) {
|
||||
const taw = talent.taw;
|
||||
const talentObjekt = game.items.get(talent.talent);
|
||||
console.log(talent);
|
||||
const talentGruppe = talentObjekt.system.gruppe;
|
||||
const eigenschaften = Object.values(talentObjekt.system.probe);
|
||||
const werte = [
|
||||
{name: eigenschaften[0], value: this.prepareEigenschaftRoll(actorData, eigenschaften[0])},
|
||||
{name: eigenschaften[1], value: this.prepareEigenschaftRoll(actorData, eigenschaften[1])},
|
||||
{name: eigenschaften[2], value: this.prepareEigenschaftRoll(actorData, eigenschaften[2])}
|
||||
]
|
||||
|
||||
if (context.skills[talentGruppe] == null) {
|
||||
context.skills[talentGruppe] = [];
|
||||
}
|
||||
|
||||
const obj = {
|
||||
type: "talent",
|
||||
gruppe: talentGruppe,
|
||||
name: talentObjekt.name,
|
||||
taw: "" + taw,
|
||||
tawPath: `system.talente.${index}.taw`,
|
||||
werte,
|
||||
rollEigenschaft1: werte[0].value,
|
||||
rollEigenschaft2: werte[1].value,
|
||||
rollEigenschaft3: werte[2].value,
|
||||
probe: `(${eigenschaften.join("/")})`
|
||||
};
|
||||
|
||||
context.skills[talentGruppe].push(obj);
|
||||
context.flatSkills.push(obj);
|
||||
}
|
||||
})
|
||||
}
|
||||
return context;
|
||||
}
|
||||
|
||||
prepareEigenschaftRoll(actorData, name) {
|
||||
|
|
@ -222,6 +245,42 @@ export class CharacterSheet extends ActorSheet {
|
|||
}
|
||||
}
|
||||
|
||||
openEmbeddedDocument(documentId) {
|
||||
this.object.items.get(documentId).sheet.render(true)
|
||||
}
|
||||
|
||||
showAdjustAttributeDialog(attributeName, attributeField, previousValue) {
|
||||
const thisActor = this;
|
||||
const myContent = `
|
||||
Value:
|
||||
<input id="attributeValue" type="number" value="${previousValue}" />
|
||||
`;
|
||||
|
||||
function updateAttribute(html) {
|
||||
const value = html.find("input#attributeValue").val();
|
||||
const attribute = {}
|
||||
attribute[attributeField.toLowerCase()] = {
|
||||
aktuell: value
|
||||
}
|
||||
thisActor.object.update({ system: { attribute }})
|
||||
}
|
||||
|
||||
new Dialog({
|
||||
title: `${attributeName} ändern auf`,
|
||||
content: myContent,
|
||||
buttons: {
|
||||
button1: {
|
||||
label: "Ändern",
|
||||
callback: (html) => {
|
||||
updateAttribute(html)
|
||||
},
|
||||
icon: `<i class="fas fa-check"></i>`
|
||||
}
|
||||
}
|
||||
}).render(true);
|
||||
|
||||
}
|
||||
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
|
||||
|
|
@ -237,78 +296,94 @@ export class CharacterSheet extends ActorSheet {
|
|||
this._onRoll(evt);
|
||||
});
|
||||
|
||||
// Everything below here is only needed if the sheet is editable
|
||||
if (!this.isEditable) return;
|
||||
html.on('click', '.talent .name', (evt) => {
|
||||
this.openEmbeddedDocument(evt.target.dataset.id);
|
||||
evt.stopPropagation();
|
||||
})
|
||||
|
||||
html.on('click', '.advantage .name', (evt) => {
|
||||
this.openEmbeddedDocument(evt.target.dataset.id);
|
||||
evt.stopPropagation();
|
||||
})
|
||||
|
||||
new ContextMenu(html, '.talent.rollable', [
|
||||
{
|
||||
name: "Entfernen",
|
||||
icon: '<i class="fa-solid fa-trash"></i>',
|
||||
callback: (event) => {
|
||||
this.object.deleteEmbeddedDocuments('Item', [event[0].dataset.id])
|
||||
},
|
||||
condition: () => true
|
||||
}
|
||||
]);
|
||||
|
||||
|
||||
new ContextMenu(html, '.attribute.rollable', [
|
||||
{
|
||||
name: "Anpassen",
|
||||
icon: '<i class="fa-solid fa-pen"></i>',
|
||||
callback: (event) => {
|
||||
this.showAdjustAttributeDialog(event[0].dataset.name, event[0].dataset.label, event[0].dataset.value)
|
||||
},
|
||||
condition: () => true
|
||||
}
|
||||
]);
|
||||
|
||||
let handler = ev => this._onDragStart(ev);
|
||||
// Find all items on the character sheet.
|
||||
html.find('.talent.rollable').each((i, li) => {
|
||||
// Add draggable attribute and dragstart listener.
|
||||
li.setAttribute("draggable", true);
|
||||
li.addEventListener("dragstart", handler, false);
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
#handleDroppedSkill(actor, skill) {
|
||||
const array = Array.from(actor.items);
|
||||
for ( let i = 0; i < array.length; i++ ) {
|
||||
if (array[i].name === skill.name) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#handleDroppedAdvantage(actor, advantage) {
|
||||
const array = Array.from(actor.items);
|
||||
for ( let i = 0; i < array.length; i++ ) {
|
||||
if (array[i].name === advantage.name) { // TODO: adjust for uniqueness
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static getElementByName(collection, id) {
|
||||
const array = Array.from(collection);
|
||||
for (const element of array) {
|
||||
if (element._id === id) {
|
||||
return element;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static onDroppedData(actor, characterSheet, data) {
|
||||
const item = game.items.get(foundry.utils.parseUuid(data.uuid).id)
|
||||
console.log();
|
||||
let alreadyInSet = false;
|
||||
let previousTaw = 0;
|
||||
actor.system.talente.forEach(({taw, talent}) => {
|
||||
if (talent._id === item._id) {
|
||||
alreadyInSet = talent;
|
||||
previousTaw = taw;
|
||||
}
|
||||
})
|
||||
|
||||
|
||||
|
||||
const myContent = `
|
||||
TaW:
|
||||
<input id="taw" type="number" value="${previousTaw}" />
|
||||
`;
|
||||
new Dialog({
|
||||
title: `Talent ${item.name} ${alreadyInSet?'ersetzen':'hinzufügen'}`,
|
||||
content: myContent,
|
||||
buttons: {
|
||||
button1: {
|
||||
label: "hinzufügen",
|
||||
callback: (html) => myCallback(html),
|
||||
icon: `<i class="fas fa-check"></i>`
|
||||
}
|
||||
}
|
||||
}).render(true);
|
||||
|
||||
async function myCallback(html) {
|
||||
const taw = html.find("input#taw").val();
|
||||
|
||||
let index = actor.system.talente.findIndex( predicate => predicate.talent._id === alreadyInSet._id )
|
||||
let sorted = [];
|
||||
if (alreadyInSet) {
|
||||
actor.system.talente[index].taw = taw;
|
||||
sorted = actor.system.talente;
|
||||
|
||||
} else {
|
||||
sorted = [{
|
||||
taw: taw,
|
||||
talent: {_id: item._id, name: item.name}
|
||||
}, ...actor.system.talente].sort((a, b) => a.talent.name.localeCompare(b.talent.name));
|
||||
}
|
||||
|
||||
const serialised = sorted.map(({taw, talent}) => {
|
||||
return {
|
||||
taw: taw,
|
||||
talent: talent._id
|
||||
}
|
||||
});
|
||||
|
||||
await actor.update({
|
||||
system: {
|
||||
talente: [
|
||||
|
||||
...serialised
|
||||
]
|
||||
}
|
||||
});
|
||||
await characterSheet.render(true);
|
||||
ui.notifications.info(`Talent ${item.name} auf TaW ${taw} hinzugefügt`);
|
||||
|
||||
const uuid = foundry.utils.parseUuid(data.uuid);
|
||||
const collection = uuid.collection.index ?? uuid.collection;
|
||||
const document = CharacterSheet.getElementByName(collection, uuid.id);
|
||||
const {
|
||||
name,
|
||||
type
|
||||
} = document
|
||||
console.log(name, type)
|
||||
switch (type) {
|
||||
case "Skill":
|
||||
return characterSheet.#handleDroppedSkill(actor, document); // on false cancel this whole operation
|
||||
case "Advantage":
|
||||
return characterSheet.#handleDroppedAdvantage(actor, document);
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
|
||||
actor.items.clear()
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,7 +1,4 @@
|
|||
import {DragDropDSA41} from "../extensions/DragDropDSA41.mjs";
|
||||
import DragDropApplicationMixin from "../extensions/DragDropApplicationMixin.mjs";
|
||||
|
||||
export class SkillSheet extends DragDropApplicationMixin(foundry.appv1.sheets.ItemSheet) {
|
||||
export class SkillSheet extends ItemSheet {
|
||||
/**@override */
|
||||
static get defaultOptions() {
|
||||
return foundry.utils.mergeObject(super.defaultOptions, {
|
||||
|
|
@ -58,59 +55,4 @@ export class SkillSheet extends DragDropApplicationMixin(foundry.appv1.sheets.It
|
|||
if (!this.isEditable) return;
|
||||
}
|
||||
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Drag & Drop */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
_allowedDropBehaviors(event, data) {
|
||||
console.log(data, event);
|
||||
if ( !data?.uuid ) return new Set(["copy", "link"]);
|
||||
const allowed = new Set(["copy", "move", "link"]);
|
||||
const s = foundry.utils.parseUuid(data.uuid);
|
||||
const t = foundry.utils.parseUuid(this.document.uuid);
|
||||
const sCompendium = s.collection instanceof foundry.documents.collections.CompendiumCollection;
|
||||
const tCompendium = t.collection instanceof foundry.documents.collections.CompendiumCollection;
|
||||
|
||||
// If either source or target are within a compendium, but not inside the same compendium, move not allowed
|
||||
if ( (sCompendium || tCompendium) && (s.collection !== t.collection) ) allowed.delete("move");
|
||||
|
||||
return allowed;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
_defaultDropBehavior(event, data) {
|
||||
if ( !data?.uuid ) return "copy";
|
||||
const d = foundry.utils.parseUuid(data.uuid);
|
||||
const t = foundry.utils.parseUuid(this.document.uuid);
|
||||
const base = d.embedded?.length ? "document" : "primary";
|
||||
console.log(d, t, base);
|
||||
return (d.collection === t.collection) && (d[`${base}Id`] === t[`${base}Id`])
|
||||
&& (d[`${base}Type`] === t[`${base}Type`]) ? "move" : "copy";
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritDoc */
|
||||
async _onDragStart(event) {
|
||||
await super._onDragStart(event);
|
||||
if ( !this.document.isOwner || this.document.collection?.locked ) {
|
||||
event.dataTransfer.effectAllowed = "copyLink";
|
||||
}
|
||||
}
|
||||
|
||||
_onDragOver(event) {
|
||||
super._onDragOver(event);
|
||||
console.log(event);
|
||||
}
|
||||
|
||||
_dropBehavior(event, data) {
|
||||
console.log(event, data);
|
||||
return super._dropBehavior(event, data);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -1,7 +1,4 @@
|
|||
import {DragDropDSA41} from "../extensions/DragDropDSA41.mjs";
|
||||
import DragDropApplicationMixin from "../extensions/DragDropApplicationMixin.mjs";
|
||||
|
||||
export class VornachteilSheet extends DragDropApplicationMixin(foundry.appv1.sheets.ItemSheet) {
|
||||
export class VornachteilSheet extends ItemSheet {
|
||||
/**@override */
|
||||
static get defaultOptions() {
|
||||
return foundry.utils.mergeObject(super.defaultOptions, {
|
||||
|
|
|
|||
|
|
@ -27,7 +27,7 @@ export async function importCharacter(actorId, file) {
|
|||
let dom = domParser.parseFromString(xmlString, 'application/xml')
|
||||
|
||||
let rawJson = getJsonFromXML(dom)
|
||||
let characterJson = mapRawJson(rawJson)
|
||||
let characterJson = mapRawJson(actor, rawJson)
|
||||
|
||||
actor.update(characterJson)
|
||||
}
|
||||
|
|
@ -70,6 +70,38 @@ function getJsonFromXML(dom) {
|
|||
return jsonResult;
|
||||
}
|
||||
|
||||
async function addSkillFromCompendiumByNameToActor(talentName, taw, actor) {
|
||||
const compendiumOfSkills = game.packs.get('DSA_4-1.talente-brw');
|
||||
const talentId = compendiumOfSkills.index.find( skill => skill.name === talentName)
|
||||
if (talentId) {
|
||||
|
||||
const talent = await compendiumOfSkills.getDocument(talentId._id);
|
||||
|
||||
try {
|
||||
const embeddedDocument = (await actor.createEmbeddedDocuments('Item', [talent]))[0]
|
||||
embeddedDocument.update({system: {taw: taw}});
|
||||
} catch (error) {
|
||||
console.error(`${talentName} not found in items`, error)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
async function addAdvantageFromCompendiumByNameToActor(advantageName, advantageValue, actor) {
|
||||
const compendiumOfAdvantages = game.packs.get('DSA_4-1.Advantage');
|
||||
const advantageId = compendiumOfAdvantages.index.find( skill => skill.name === advantageName)
|
||||
if (advantageId) {
|
||||
|
||||
const advantage = await compendiumOfAdvantages.getDocument(advantageId._id);
|
||||
|
||||
try {
|
||||
const embeddedDocument = (await actor.createEmbeddedDocuments('Item', [advantage]))[0]
|
||||
embeddedDocument.update({system: {value: advantageValue}});
|
||||
} catch (error) {
|
||||
console.error(`${advantageName} not found in items`, error)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* gets the text content of a file
|
||||
* @param file the file with the desired content
|
||||
|
|
@ -101,12 +133,26 @@ function calculateBirthdate(json) {
|
|||
return `${day}. ${month} ${year} BF`
|
||||
}
|
||||
|
||||
function mapSkills(actor, held) {
|
||||
for (let talent in held.talentliste.talent) {
|
||||
talent = held.talentliste.talent[talent]
|
||||
addSkillFromCompendiumByNameToActor(talent.name, talent.value, actor)
|
||||
}
|
||||
}
|
||||
|
||||
function mapAdvantages(actor, held) {
|
||||
for (let advantage in held.vt.vorteil) {
|
||||
advantage = held.vt.vorteil[advantage]
|
||||
addAdvantageFromCompendiumByNameToActor(advantage.name, advantage.value, actor)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* parses a json into a fitting character-json
|
||||
* @param rawJson the json parsed from the Helden-Software XML
|
||||
* @returns {{}} a json representation of the character
|
||||
*/
|
||||
function mapRawJson(rawJson) {
|
||||
function mapRawJson(actor, rawJson) {
|
||||
let json = {}
|
||||
let held = rawJson.helden.held;
|
||||
json.name = held.name
|
||||
|
|
@ -201,18 +247,7 @@ function mapRawJson(rawJson) {
|
|||
aktuell: attribute.value
|
||||
}
|
||||
json.attribute.so = getAttributeJson(attributes, "Sozialstatus")
|
||||
let benefits = []
|
||||
for (let benefit in held.vt.vorteil) {
|
||||
benefit = held.vt.vorteil[benefit]
|
||||
let benefitJson = {
|
||||
name: benefit.name,
|
||||
}
|
||||
if (benefit.value !== undefined) {
|
||||
benefitJson.wert = benefit.value
|
||||
}
|
||||
benefits.push(benefitJson)
|
||||
}
|
||||
json.vornachteile = benefits
|
||||
mapAdvantages(actor, held)
|
||||
let specialAbilities = []
|
||||
let liturgies = []
|
||||
for (let specialAbility in held.sf.sonderfertigkeit) {
|
||||
|
|
@ -248,19 +283,8 @@ function mapRawJson(rawJson) {
|
|||
}
|
||||
json.sonderfertigkeiten = specialAbilities
|
||||
json.liturgien = liturgies
|
||||
let talents = []
|
||||
for (let talent in held.talentliste.talent) {
|
||||
talent = held.talentliste.talent[talent]
|
||||
let talentItem = game.items.getName(talent.name)
|
||||
if (talentItem) {
|
||||
let talentJson = {
|
||||
talent: talentItem,
|
||||
taw: talent.value,
|
||||
}
|
||||
talents.push(talentJson)
|
||||
}
|
||||
}
|
||||
json.talente = talents
|
||||
|
||||
mapSkills(actor, held)
|
||||
let spells = []
|
||||
/*for (let spell in held.zauberliste.zauber) {
|
||||
spell = held.zauberliste.zauber[spell]
|
||||
|
|
@ -337,4 +361,4 @@ Hooks.on("getActorContextOptions", (application, menuItems) => {
|
|||
actor.import()
|
||||
}
|
||||
})
|
||||
})
|
||||
})
|
||||
|
|
|
|||
|
|
@ -24,13 +24,13 @@ $rollable_colours: (
|
|||
height: 32px;
|
||||
position: relative;
|
||||
margin: 4px;
|
||||
z-index: 2;
|
||||
|
||||
.die {
|
||||
width: 32px;
|
||||
height: 32px;
|
||||
display: inline-block;
|
||||
position: relative;
|
||||
z-index: 1;
|
||||
|
||||
.border {
|
||||
fill: #0000;
|
||||
|
|
@ -64,7 +64,6 @@ $rollable_colours: (
|
|||
left: 16px;
|
||||
top: 0;
|
||||
height: 32px;
|
||||
z-index: -1;
|
||||
padding-left: 24px;
|
||||
|
||||
span.name {
|
||||
|
|
@ -205,4 +204,4 @@ $rollable_colours: (
|
|||
@include coloring("Gesellschaft");
|
||||
@include coloring("Wissen");
|
||||
@include coloring("Sprachen");
|
||||
@include coloring("Handwerk");
|
||||
@include coloring("Handwerk");
|
||||
|
|
|
|||
|
|
@ -60,7 +60,11 @@
|
|||
</div>
|
||||
</div>
|
||||
<div class="tab attributes" data-group="primary" data-tab="attributes">
|
||||
|
||||
<ul>
|
||||
{{#each this.advantages}}
|
||||
<li>{{> "systems/DSA_4-1/templates/ui/partial-advantage-button.hbs" this}}</li>
|
||||
{{/each}}
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div class="tab attributes" data-group="primary" data-tab="attributes">
|
||||
|
|
@ -157,4 +161,4 @@
|
|||
|
||||
</div>
|
||||
</section>
|
||||
</form>
|
||||
</form>
|
||||
|
|
|
|||
|
|
@ -8,7 +8,7 @@
|
|||
{{!-- Sheet Body --}}
|
||||
<section class="sheet-body" style="flex: 1">
|
||||
<div class="tab json" data-group="primary" data-tab="json">
|
||||
<pre style="overflow: auto">{{json}}</pre>
|
||||
<pre style="overflow: auto; white-space: normal; position: relative; top: 8px; bottom: 8px; left: 8px; right: 8px">{{json}}</pre>
|
||||
</div>
|
||||
</section>
|
||||
</form>
|
||||
</form>
|
||||
|
|
|
|||
|
|
@ -17,6 +17,12 @@
|
|||
</select>
|
||||
</label>
|
||||
</div>
|
||||
<div>
|
||||
<label>TAW:
|
||||
<input type="text" name="system.taw"
|
||||
value="{{system.taw}}" />
|
||||
</label>
|
||||
</div>
|
||||
<div>
|
||||
<label>Erstes Attribut
|
||||
<input type="text" name="system.probe.0"
|
||||
|
|
@ -66,4 +72,4 @@
|
|||
|
||||
</div>
|
||||
</section>
|
||||
</form>
|
||||
</form>
|
||||
|
|
|
|||
|
|
@ -0,0 +1,3 @@
|
|||
<div class="advantage">
|
||||
<span class="name" data-id="{{this.id}}">{{this.name}}</span>
|
||||
</div>
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
<div class="attribute rollable" data-label="{{this.name}}" data-roll="1d20cs<=@{{this.eigenschaft}}.aktuell">
|
||||
<div class="attribute rollable" data-name="{{this.tooltip}}" alt="{{this.tooltip}}" data-value="{{this.wert}}" data-label="{{this.name}}" data-roll="1d20cs<=@{{this.eigenschaft}}.aktuell">
|
||||
<div class="die">
|
||||
{{> 'systems/DSA_4-1/templates/ui/partial-die.hbs' }}
|
||||
</div>
|
||||
|
|
@ -9,4 +9,4 @@
|
|||
<span class="name">
|
||||
{{this.name}}
|
||||
</span>
|
||||
</div>
|
||||
</div>
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
<div class="block rollable {{this.type}} {{this.gruppe}}" data-taw="{{this.taw}}" data-rollEigenschaft1="{{this.rollEigenschaft1}}" data-rollEigenschaft2="{{this.rollEigenschaft2}}" data-rollEigenschaft3="{{this.rollEigenschaft3}}">
|
||||
<div class="block rollable {{this.type}} {{this.gruppe}}" data-id="{{this.id}}" data-taw="{{this.taw}}" data-name="{{this.name}}" data-eigenschaft1="{{this.eigenschaft1}}" data-eigenschaft2="{{this.eigenschaft2}}" data-eigenschaft3="{{this.eigenschaft3}}" data-taw="{{this.taw}}" data-rollEigenschaft1="{{this.rollEigenschaft1}}" data-rollEigenschaft2="{{this.rollEigenschaft2}}" data-rollEigenschaft3="{{this.rollEigenschaft3}}">
|
||||
|
||||
<div class="die">
|
||||
{{> 'systems/DSA_4-1/templates/ui/partial-die.hbs' }}
|
||||
|
|
@ -12,11 +12,11 @@
|
|||
</span>
|
||||
</div>
|
||||
<div class="container">
|
||||
<span class="name">{{this.name}}</span>
|
||||
<span class="name" data-id="{{this.id}}">{{this.name}}</span>
|
||||
<div class="werte">
|
||||
{{#each this.werte}}
|
||||
<div class="eigenschaft"><span class="name">{{this.name}}</span><span class="value">{{this.value}}</span></div>
|
||||
{{/each}}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
|
|
|||
Loading…
Reference in New Issue