Readded so that armor items have their system defined armor instead of using an ActiveEffect

This commit is contained in:
WBHarry 2026-03-21 18:55:03 +01:00
parent 50dcbf4396
commit 1cdabf15a5
11 changed files with 198 additions and 161 deletions

View file

@ -948,8 +948,8 @@ export default class CharacterSheet extends DHBaseActorSheet {
const origin = effect.origin ? await foundry.utils.fromUuid(effect.origin) : effect.parent;
if (!effect.system.armorData || effect.disabled || effect.isSuppressed) continue;
const originIsActor = origin instanceof Actor;
const name = originIsActor ? effect.name : origin.name;
const useEffectName = origin.type === 'armor' || origin instanceof Actor;
const name = useEffectName ? effect.name : origin.name;
armorSources.push({
uuid: effect.uuid,
name,
@ -957,6 +957,15 @@ export default class CharacterSheet extends DHBaseActorSheet {
});
}
if (this.document.system.armor) {
armorSources.push({
...this.document.system.armor.system.armor,
uuid: this.document.system.armor.uuid,
name: this.document.system.armor.name,
isArmorItem: true
});
}
if (!armorSources.length) return;
const useResourcePips = game.settings.get(
@ -980,11 +989,6 @@ export default class CharacterSheet extends DHBaseActorSheet {
direction: 'DOWN'
});
html.querySelectorAll('.armor-marks-input').forEach(element => {
element.addEventListener('blur', CharacterSheet.armorSourceUpdate);
element.addEventListener('input', CharacterSheet.armorSourceInput);
});
html.querySelectorAll('.armor-slot').forEach(element => {
element.addEventListener('click', CharacterSheet.armorSourcePipUpdate);
});
@ -999,49 +1003,49 @@ export default class CharacterSheet extends DHBaseActorSheet {
}
/** Update specific armor source */
static async armorSourceUpdate(event) {
const effect = await foundry.utils.fromUuid(event.target.dataset.uuid);
const armorChange = effect.system.armorChange;
if (!armorChange) return;
const current = Math.max(Math.min(Number.parseInt(event.target.value), effect.system.armorData.max), 0);
const newChanges = effect.system.changes.map(change => ({
...change,
value: change.type === 'armor' ? { ...change.value, current } : change.value
}));
event.target.value = current;
const progressBar = event.target.closest('.status-bar.armor-slots').querySelector('progress');
progressBar.value = current;
await effect.update({ 'system.changes': newChanges });
}
static async armorSourcePipUpdate(event) {
const target = event.target.closest('.armor-slot');
const effect = await foundry.utils.fromUuid(target.dataset.uuid);
const armorChange = effect.system.armorChange;
if (!armorChange) return;
const { uuid, value, isArmorItem: isArmorItemString } = target.dataset;
const isArmorItem = Boolean(isArmorItemString);
const { current } = effect.system.armorData;
let inputValue = Number.parseInt(value);
let decreasing = false;
let newCurrent = 0;
const inputValue = Number.parseInt(target.dataset.value);
const decreasing = current >= inputValue;
const newCurrent = decreasing ? inputValue - 1 : inputValue;
if (isArmorItem) {
const armor = await foundry.utils.fromUuid(uuid);
decreasing = armor.system.armor.current >= inputValue;
newCurrent = decreasing ? inputValue - 1 : inputValue;
const newChanges = effect.system.changes.map(change => ({
...change,
value: change.type === 'armor' ? { ...change.value, current: newCurrent } : change.value
}));
await armor.update({ 'system.armor.current': newCurrent });
} else {
const effect = await foundry.utils.fromUuid(uuid);
const armorChange = effect.system.armorChange;
if (!armorChange) return;
const { current } = effect.system.armorData;
decreasing = current >= inputValue;
newCurrent = decreasing ? inputValue - 1 : inputValue;
const newChanges = effect.system.changes.map(change => ({
...change,
value: change.type === 'armor' ? { ...change.value, current: newCurrent } : change.value
}));
await effect.update({ 'system.changes': newChanges });
}
const container = target.closest('.slot-bar');
for (const armorSlot of container.querySelectorAll('.armor-slot i')) {
const marked = !decreasing && Number.parseInt(armorSlot.dataset.index) < newCurrent;
armorSlot.classList.toggle('fa-shield', marked);
armorSlot.classList.toggle('fa-shield-halved', !marked);
const index = Number.parseInt(armorSlot.dataset.index);
if (decreasing && index >= newCurrent) {
armorSlot.classList.remove('fa-shield');
armorSlot.classList.add('fa-shield-halved');
} else if (!decreasing && index < newCurrent) {
armorSlot.classList.add('fa-shield');
armorSlot.classList.remove('fa-shield-halved');
}
}
await effect.update({ 'system.changes': newChanges });
}
static async #toggleResourceManagement(event, button) {