412 lines
16 KiB
JavaScript
412 lines
16 KiB
JavaScript
import Advsf from "./character/advsf.mjs"
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import Combat from "./character/combat.mjs"
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import Effects from "./character/effects.mjs"
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import Equipment from "./character/equipment.mjs"
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import Liturgies from "./character/liturgies.mjs"
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import Meta from "./character/meta.mjs"
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import Skills from "./character/skills.mjs"
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import Social from "./character/social.mjs";
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import Spells from "./character/spells.mjs"
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const {HandlebarsApplicationMixin} = foundry.applications.api
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const {ActorSheetV2} = foundry.applications.sheets
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const {ContextMenu} = foundry.applications.ux
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class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
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/** @inheritDoc */
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static DEFAULT_OPTIONS = {
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position: {width: 1100, height: 640},
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classes: ['dsa41', 'sheet', 'actor', 'character'],
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tag: 'form',
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form: {
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submitOnChange: true,
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closeOnSubmit: false,
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handler: CharacterSheet.#onSubmitForm
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},
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window: {
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resizable: true,
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},
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actions: {
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rollCombatSkill: CharacterSheet.#rollCombatSkill,
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rollSkill: CharacterSheet.#rollSkill,
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roll: CharacterSheet.#dieRoll,
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editImage: ActorSheetV2.DEFAULT_OPTIONS.actions.editImage,
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openEmbeddedDocument: CharacterSheet.#openEmbeddedDocument,
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}
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}
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static TABS = {
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sheet: {
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tabs: [],
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initial: 'meta'
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}
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}
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/** @inheritDoc */
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static PARTS = {
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form: {
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template: `systems/DSA_4-1/templates/actor/character/main-sheet.hbs`
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},
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meta: {
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template: Meta.template
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},
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social: {
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template: Social.template
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},
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advsf: {
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template: Advsf.template
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},
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combat: {
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template: Combat.template
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},
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equipment: {
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template: Equipment.template
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},
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skills: {
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template: Skills.template
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},
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spells: {
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template: Spells.template
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},
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liturgies: {
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template: Liturgies.template
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},
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effects: {
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template: Effects.template
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}
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}
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/**
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*
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* @param {PointerEvent} event
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*/
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static #rollSkill(event) {
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const {id} = event.target.dataset
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const skill = this.document.items.get(id)
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if (skill?.system?.roll) {
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skill.system.roll("publicroll")
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}
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}
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/**
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*
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* @param {PointerEvent} event
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*/
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static #rollCombatSkill(event) {
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const {id} = event.target.dataset
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const skill = this.document.items.get(id)
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if (skill?.system?.roll) {
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skill.system.roll("publicroll", event.shiftKey ? "PARRY" : "ATTACK")
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}
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}
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static #dieRoll(event) {
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event.preventDefault()
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const dataset = event.currentTarget.dataset
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if (dataset.roll) {
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let label = dataset.label ? `[Attribut] ${dataset.label}` : ''
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let roll = new Roll(dataset.roll, this.actor.getRollData())
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roll.toMessage({
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speaker: ChatMessage.getSpeaker({actor: this.actor}),
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flavor: label,
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rollMode: game.settings.get('core', 'rollMode'),
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});
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return roll
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}
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}
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/**
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*
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* @param {MouseEvent} event
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*/
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static #openEmbeddedDocument(event) {
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const dataset = event.target.parentElement.dataset
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const id = dataset.itemId ?? dataset.id
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this.document.items.get(id).sheet.render(true)
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}
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/**
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* Handle form submission
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* @this {AdvantageSheet}
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* @param {SubmitEvent} event
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* @param {HTMLFormElement} form
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* @param {FormDataExtended} formData
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*/
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static async #onSubmitForm(event, form, formData) {
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event.preventDefault()
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await this.document.update(formData.object) // Note: formData.object
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}
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_getTabsConfig(group) {
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const tabs = foundry.utils.deepClone(super._getTabsConfig(group))
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Meta._getTabConfig(tabs, this);
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Social._getTabConfig(tabs, this);
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Advsf._getTabConfig(tabs, this)
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Combat._getTabConfig(tabs, this)
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Equipment._getTabConfig(tabs, this)
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Skills._getTabConfig(tabs, this)
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Spells._getTabConfig(tabs, this)
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Liturgies._getTabConfig(tabs, this)
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Effects._getTabConfig(tabs, this)
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return tabs
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}
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async _preparePartContext(partId, context) {
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switch (partId) {
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case "form":
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const actorData = context.document
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context.system = actorData.system
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context.isOwner = actorData.isOwner
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context.flags = actorData.flags
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context.derived = context.document.system
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context.professions = actorData.items.filter(p => p.type === 'Profession').map(p => {
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// is tarnidentitaet revealed?
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if (p.system.revealed) {
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return {
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id: p.id,
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name: p.name,
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alias: p.system.alias,
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}
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} else {
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return {
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id: p.id,
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name: p.system.alias ?? p.name,
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alias: p.name,
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}
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}
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})
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context.originalName = actorData.name
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context.name = context.derived.name ?? actorData.name
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context.img = actorData.img
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context.effects = actorData.effects ?? []
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context.maxWounds = actorData.system.wunden.max ?? 3
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context.wounds = actorData.system.wunden.aktuell ?? 0
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context.woundsFilled = []
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for (let i = 1; i <= context.maxWounds; i++) {
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context.woundsFilled[i] = i <= context.wounds
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}
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context.zonenruestung = game.settings.get("DSA_4-1", "optional_ruestungzonen")
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context.trefferzonen = game.settings.get("DSA_4-1", "optional_trefferzonen")
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context.ausdauer = game.settings.get("DSA_4-1", "optional_ausdauer")
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context.colorfulDice = game.settings.get('DSA_4-1', 'optional_colorfuldice')
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context.inidice = actorData.system.ini.wuerfel
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context.inivalue = actorData.system.ini.aktuell
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context.inimod = actorData.system.ini.mod
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context.aupper = Math.min((actorData.system.aup.aktuell / actorData.system.aup.max) * 100, 100)
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context.lepper = Math.min((actorData.system.lep.aktuell / actorData.system.lep.max) * 100, 100)
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context.keper = Math.min((actorData.system.kap.aktuell / actorData.system.kap.max) * 100, 100)
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context.aspper = Math.min((actorData.system.asp.aktuell / actorData.system.asp.max) * 100, 100)
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context.lepcurrent = actorData.system.lep.aktuell ?? 0
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context.aupcurrent = actorData.system.aup.aktuell ?? 0
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const fernkampf = actorData.findEquipmentOnSlot("fernkampf", actorData.system.setEquipped, actorData)
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const links = actorData.findEquipmentOnSlot("links", actorData.system.setEquipped, actorData)
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const rechts = actorData.findEquipmentOnSlot("rechts", actorData.system.setEquipped, actorData)
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context.attacks = [];
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if (fernkampf) {
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const fkitems = fernkampf.system.rangedSkills.map((skillInQuestion) => actorData.items.find(p => p.name === skillInQuestion))
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fkitems.forEach(async skill => {
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const obj = await skill
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context.attacks.push({
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name: obj.name,
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using: fernkampf.name,
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atroll: `1d20cs<${this.document.system.fk.aktuell + obj.system.at}`,
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at: `${this.document.system.fk.aktuell + obj.system.at}`,
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tproll: `${fernkampf.system.rangedAttackDamage}`, // TODO consider adding TP/KK mod and Range mod
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tp: `${fernkampf.system.rangedAttackDamage}`,
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iniroll: `(${context.inidice})d6 + ${context.inivalue + fernkampf.system.iniModifier ?? 0}`,
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ini: `${context.inidice}w6 + ${context.inivalue + fernkampf.system.iniModifier ?? 0}`,
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})
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})
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}
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if (links) {
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const meitems = []
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links.system.meleeSkills.forEach((skillInQuestion) => {
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const item = actorData.items.find(p => p.name === skillInQuestion)
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if (item) {
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meitems.push(item)
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}
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})
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meitems.forEach(skill => {
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const obj = skill
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context.attacks.push({
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name: obj.name,
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using: links.name,
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atroll: `1d20cs<${this.document.system.at.links.aktuell + obj.system.at + links.system.attackModifier}`, // TODO consider adding W/M
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at: `${this.document.system.at.links.aktuell + obj.system.at + links.system.attackModifier}`,
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paroll: `1d20cs<${this.document.system.pa.links.aktuell + obj.system.pa + links.system.parryModifier}`, // TODO consider adding W/M
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pa: `${this.document.system.pa.links.aktuell + obj.system.pa + links.system.parryModifier}`,
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tproll: `${links.system.meleeAttackDamage}`, // TODO consider adding TP/KK mod
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tp: `${links.system.meleeAttackDamage}`,
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iniroll: `(${context.inidice})d6 + ${context.inivalue + links.system.iniModifier ?? 0}`,
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ini: `${context.inidice}w6 + ${context.inivalue + links.system.iniModifier ?? 0}`,
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})
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})
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}
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if (rechts) {
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const meitems = []
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rechts.system.meleeSkills.forEach((skillInQuestion) => {
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const item = actorData.items.find(p => p.name === skillInQuestion)
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if (item) {
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meitems.push(item)
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}
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})
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meitems.forEach(skill => {
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const obj = skill
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context.attacks.push({
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name: obj.name,
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using: rechts.name,
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atroll: `1d20cs<${this.document.system.at.rechts.aktuell + obj.system.at + rechts.system.attackModifier}`, // TODO consider adding W/M
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at: `${this.document.system.at.rechts.aktuell + obj.system.at + rechts.system.attackModifier}`,
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paroll: `1d20cs<${this.document.system.pa.rechts.aktuell + obj.system.pa + rechts.system.parryModifier}`, // TODO consider adding W/M
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pa: `${this.document.system.pa.rechts.aktuell + obj.system.pa + rechts.system.parryModifier}`,
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tproll: `${rechts.system.meleeAttackDamage}`, // TODO consider adding TP/KK mod
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tp: `${rechts.system.meleeAttackDamage}`,
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iniroll: `(${context.inidice})d6 + ${context.inivalue + rechts.system.iniModifier ?? 0}`,
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ini: `${context.inidice}w6 + ${context.inivalue + rechts.system.iniModifier ?? 0}`,
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})
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})
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}
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context.attributes = [
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{
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eigenschaft: "mu",
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name: "MU",
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tooltip: "Mut",
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wert: context.derived.attribute.mu.aktuell ?? 0,
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},
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{
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eigenschaft: "kl",
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name: "KL",
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tooltip: "Klugheit",
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wert: context.derived.attribute.kl.aktuell ?? 0,
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},
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{
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eigenschaft: "in",
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name: "IN",
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tooltip: "Intuition",
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wert: context.derived.attribute.in.aktuell ?? 0,
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},
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{
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eigenschaft: "ch",
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name: "CH",
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tooltip: "Charisma",
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wert: context.derived.attribute.ch.aktuell ?? 0,
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},
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{
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eigenschaft: "ff",
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name: "FF",
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tooltip: "Fingerfertigkeit",
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wert: context.derived.attribute.ff.aktuell ?? 0,
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},
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{
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eigenschaft: "ge",
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name: "GE",
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tooltip: "Geschicklichkeit",
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wert: context.derived.attribute.ge.aktuell ?? 0,
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},
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{
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eigenschaft: "ko",
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name: "KO",
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tooltip: "Konstitution",
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wert: context.derived.attribute.ko.aktuell ?? 0,
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},
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{
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eigenschaft: "kk",
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name: "KK",
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tooltip: "Körperkraft",
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wert: context.derived.attribute.kk.aktuell ?? 0,
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},
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]
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break;
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case "meta":
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await Meta._prepareContext(context, this.document)
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break
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case "social":
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await Social._prepareContext(context, this.document)
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break
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case "advsf":
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await Advsf._prepareContext(context, this.document)
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break
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case "combat":
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await Combat._prepareContext(context, this.document)
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break
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case "equipment":
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await Equipment._prepareContext(context, this.document)
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break
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case "skills":
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await Skills._prepareContext(context, this.document)
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break
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case "spells":
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await Spells._prepareContext(context, this.document)
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break
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case "liturgies":
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await Liturgies._prepareContext(context, this.document)
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break
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case "effects":
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await Effects._prepareContext(context, this.document)
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break
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}
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return context
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}
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_onRender(context, options) {
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Meta._onRender(context, options, this.element)
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Social._onRender(context, options, this.element)
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Advsf._onRender(context, options, this)
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Combat._onRender(context, options, this.element)
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Effects._onRender(context, options, this.element)
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Equipment._onRender(context, options, this)
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Liturgies._onRender(context, options, this.element)
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Skills._onRender(context, options, this.element)
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Spells._onRender(context, options, this.element)
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}
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async _canDragDrop() {
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return true
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}
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// TODO needs to be fixed once Character Sheet is migrated to ActorSheetV2
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async _onDrop(event) {
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const data = TextEditor.implementation.getDragEventData(event);
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const actor = this.actor;
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const allowed = Hooks.call("dropActorSheetData", actor, this, data);
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if (allowed === false) return;
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// Dropped Documents
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const documentClass = foundry.utils.getDocumentClass(data.type);
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if (documentClass) {
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const document = await documentClass.fromDropData(data);
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if (document.type === "Equipment" || document.type === "Advantage" || document.type === "Spell" || document.type === "Liturgy" || document.type === "ActiveEffect" || document.type === "SpecialAbility") {
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// No duplication by moving items from one actor to another
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if (document.parent && document.parent !== this.actor) {
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document.parent.items.get(document._id).delete()
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}
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await this._onDropDocument(event, document);
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}
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}
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}
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}
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export default CharacterSheet
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