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Refactor/84 data models structure (#131)
* - Move all DataModel item files to a new 'items' subfolder for better organization - Add _module.mjs file to simplify imports - Update all import paths - Rename class for use the new acronym DH * FIX: remove unnecessary import * FEAT: BaseDataItem class add TODO comments for future improvements FIX: Remove effect field on template FIX: remove unused DhpEffects file * FEAT: new FormulaField class FEAT: add getRollData on BaseDataItem Class FEAT: weapon FIX: remove inventoryWeapon field on Weapon Data Model * FEAT: add class prepareBaseData for domains * FEAT: new ForeignDocumentUUIDField FIX: Remove unnecessary fields FEAT: use ForeignDocumentUUIDField in the Item Class DataModel * FIX: remove wrong option in String Field * FIX: remove unused import * FIX: ADD htmlFields description in manifest * FIX: minor fixes * REFACTOR: rename folder `data/items` -> `data/item` REFACTOR: rename folder `data/messages` -> `data/chat-message`. * FIX: imports FIX: items sheet new paths FIX: ItemDataModelMetadata type jsdoc * FEAT: formatting code FIX: fix fields used FEAT: add jsdoc * 110 - Class Data Model (#111) * Added PreCreate/Create/Delete logic for Class/Subclass and set it as foreignUUID fields in PC * Moved methods into TypedModelData * Simplified Subclass * Fixed up data model and a basic placeholder template (#117) * 118 - adversary data model (#119) * Fixed datamodel and set up basic template in new style * Added in a temp attack button, because why not * Restored HitPoints counting up * 113 - Character Data Model (#114) * Improved Character datamodel * Removed additional unneccessary getters * Preliminary cleanup in the class sheet * Cleanup of 'pc' references * Corrected Duality rolling from Character * Fix to damage roll * Added a basic BaseDataActor data model * Gathered exports * getRollData recursion fix * Feature/112 items use action datamodel (#127) * Create new actions classes * actions types - attack roll * fixes before merge * First PR * Add daggerheart.css to gitignore * Update ToDo * Remove console log * Fixed chat /dr roll * Remove jQuery * Fixed so the different chat themes work again * Fixed duality roll buttons * Fix to advantage/disadvantage shortcut * Extand action to other item types * Roll fixes * Fixes to adversary rolls * resources * Fixed adversary dice --------- Co-authored-by: WBHarry <williambjrklund@gmail.com> * Feature/116-implementation-of-pseudo-documents (#125) * FEAT: add baseDataModel logic * FEAT: new PseudoDocumentsField FIX: BasePseudoDocument 's getEmbeddedDocument * FEAT: PseudoDocument class * FEAT: add TypedPseudoDocument REFACTOR: PreudoDocument FIX: Typos Bug * FIX: CONFIG types * FEAT: basic PseudoDocumentSheet * FIX: remove schema ADD: input of example --------- Co-authored-by: Joaquin Pereyra <joaquinpereyra98@users.noreply.github.com> Co-authored-by: WBHarry <williambjrklund@gmail.com> * Levelup Followup (#126) * Levelup applies bonuses to character * Added visualisation of domain card levels * Fixed domaincard level max for selections in a tier * A trait can now only be level up once within the same tier --------- Co-authored-by: Joaquin Pereyra <joaquinpereyra98@users.noreply.github.com> Co-authored-by: joaquinpereyra98 <24190917+joaquinpereyra98@users.noreply.github.com> Co-authored-by: Dapoulp <74197441+Dapoulp@users.noreply.github.com>
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153 changed files with 5481 additions and 4829 deletions
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@ -1,25 +1,44 @@
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export default class DhpItem extends Item {
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_preCreate(data, changes, user) {
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super._preCreate(data, changes, user);
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/** @inheritdoc */
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getEmbeddedDocument(embeddedName, id, { invalid = false, strict = false } = {}) {
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const systemEmbeds = this.system.constructor.metadata.embedded ?? {};
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if (embeddedName in systemEmbeds) {
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const path = `system.${systemEmbeds[embeddedName]}`;
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return foundry.utils.getProperty(this, path).get(id) ?? null;
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}
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return super.getEmbeddedDocument(embeddedName, id, { invalid, strict });
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}
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prepareData() {
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super.prepareData();
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/** @inheritDoc */
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prepareEmbeddedDocuments() {
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super.prepareEmbeddedDocuments();
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for (const action of this.system.actions ?? []) action.prepareData();
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}
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if (this.type === 'class') {
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// Bad. Make this better.
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// this.system.domains = CONFIG.daggerheart.DOMAIN.classDomainMap[Object.keys(CONFIG.daggerheart.DOMAIN.classDomainMap).find(x => x === this.name.toLowerCase())];
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/**
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* @inheritdoc
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* @param {object} options - Options which modify the getRollData method.
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* @returns
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*/
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getRollData(options = {}) {
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let data;
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if (this.system.getRollData) data = this.system.getRollData(options);
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else {
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const actorRollData = this.actor?.getRollData(options) ?? {};
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data = { ...actorRollData, item: { ...this.system } };
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}
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if (data?.item) {
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data.item.flags = { ...this.flags };
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data.item.name = this.name;
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}
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return data;
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}
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isInventoryItem() {
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return ['weapon', 'armor', 'miscellaneous', 'consumable'].includes(this.type);
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}
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_onUpdate(data, options, userId) {
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super._onUpdate(data, options, userId);
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}
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static async createDialog(data = {}, { parent = null, pack = null, ...options } = {}) {
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const documentName = this.metadata.name;
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const types = game.documentTypes[documentName].filter(t => t !== CONST.BASE_DOCUMENT_TYPE);
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@ -79,4 +98,47 @@ export default class DhpItem extends Item {
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options
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});
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}
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async selectActionDialog() {
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const content = await foundry.applications.handlebars.renderTemplate(
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'systems/daggerheart/templates/views/actionSelect.hbs',
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{ actions: this.system.actions }
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),
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title = 'Select Action',
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type = 'div',
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data = {};
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return Dialog.prompt({
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title,
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// label: title,
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content,
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type,
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callback: html => {
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const form = html[0].querySelector('form'),
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fd = new foundry.applications.ux.FormDataExtended(form);
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return this.system.actions.find(a => a._id === fd.object.actionId);
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},
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rejectClose: false
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});
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}
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async use(event) {
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const actions = this.system.actions;
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let response;
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if (actions?.length) {
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let action = actions[0];
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if (actions.length > 1 && !event?.shiftKey) {
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// Actions Choice Dialog
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action = await this.selectActionDialog();
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}
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if (action) response = action.use(event);
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// Check Target
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// If action.roll => Roll Dialog
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// Else If action.cost => Cost Dialog
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// Then
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// Apply Cost
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// Apply Effect
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}
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// Display Item Card in chat
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return response;
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}
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}
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