import { capitalize } from '../../helpers/utils.mjs'; import DhpDeathMove from '../deathMove.mjs'; import DhpDowntime from '../downtime.mjs'; import DhpLevelup from '../levelup.mjs'; import AncestrySelectionDialog from '../ancestrySelectionDialog.mjs'; import DaggerheartSheet from './daggerheart-sheet.mjs'; import { abilities } from '../../config/actorConfig.mjs'; const { ActorSheetV2 } = foundry.applications.sheets; const { TextEditor } = foundry.applications.ux; export default class PCSheet extends DaggerheartSheet(ActorSheetV2) { constructor(options = {}) { super(options); this.editAttributes = false; this.onVaultTab = false; this.currentInventoryPage = 0; this.selectedScar = null; this.storyEditor = null; this.dropItemBlock = false; this.multiclassFeatureSetSelected = false; } static DEFAULT_OPTIONS = { tag: 'form', classes: ['daggerheart', 'sheet', 'pc'], position: { width: 810, height: 1080 }, actions: { toggleEditAttributes: this.toggleEditAttributes, attributeRoll: this.rollAttribute, toggleMarks: this.toggleMarks, toggleAttributeMark: this.toggleAttributeMark, toggleHP: this.toggleHP, toggleStress: this.toggleStress, toggleHope: this.toggleHope, toggleGold: this.toggleGold, attackRoll: this.attackRoll, tabToLoadout: () => this.domainCardsTab(false), tabToVault: () => this.domainCardsTab(true), sendToVault: (_, button) => this.moveDomainCard(button, true), sentToLoadout: (_, button) => this.moveDomainCard(button, false), useDomainCard: this.useDomainCard, selectClass: this.selectClass, selectSubclass: this.selectSubclass, selectAncestry: this.selectAncestry, selectCommunity: this.selectCommunity, viewObject: this.viewObject, useFeature: this.useFeature, takeShortRest: this.takeShortRest, takeLongRest: this.takeLongRest, addMiscItem: this.addMiscItem, deleteItem: this.deleteItem, addScar: this.addScar, selectScar: this.selectScar, deleteScar: this.deleteScar, makeDeathMove: this.makeDeathMove, toggleFeatureDice: this.toggleFeatureDice, setStoryEditor: this.setStoryEditor, itemQuantityDecrease: (_, button) => this.setItemQuantity(button, -1), itemQuantityIncrease: (_, button) => this.setItemQuantity(button, 1), useAbility: this.useAbility, useAdvancementCard: this.useAdvancementCard, useAdvancementAbility: this.useAdvancementAbility, selectFeatureSet: this.selectFeatureSet, toggleEquipItem: this.toggleEquipItem }, window: { minimizable: false, resizable: true }, form: { handler: this.updateForm, submitOnChange: true, closeOnSubmit: false }, dragDrop: [ { dragSelector: null, dropSelector: '.weapon-section' }, { dragSelector: null, dropSelector: '.armor-section' }, { dragSelector: null, dropSelector: '.inventory-weapon-section-first' }, { dragSelector: null, dropSelector: '.inventory-weapon-section-second' }, { dragSelector: '.item-list .item', dropSelector: null } ] }; static PARTS = { form: { id: 'pc', template: 'systems/daggerheart/templates/sheets/pc/pc.hbs' } }; _getTabs() { const setActive = tabs => { for (const v of Object.values(tabs)) { v.active = this.tabGroups[v.group] ? this.tabGroups[v.group] === v.id : v.active; v.cssClass = v.active ? 'active' : ''; } }; const primaryTabs = { features: { active: true, cssClass: '', group: 'primary', id: 'features', icon: null, label: game.i18n.localize('DAGGERHEART.Sheets.PC.Tabs.Features') }, loadout: { active: false, cssClass: '', group: 'primary', id: 'loadout', icon: null, label: game.i18n.localize('DAGGERHEART.Sheets.PC.Tabs.Loadout') }, inventory: { active: false, cssClass: '', group: 'primary', id: 'inventory', icon: null, label: game.i18n.localize('DAGGERHEART.Sheets.PC.Tabs.Inventory') }, story: { active: false, cssClass: '', group: 'primary', id: 'story', icon: null, label: game.i18n.localize('DAGGERHEART.Sheets.PC.Tabs.Story') } }; const secondaryTabs = { foundation: { active: true, cssClass: '', group: 'secondary', id: 'foundation', icon: null, label: game.i18n.localize('DAGGERHEART.Sheets.PC.Tabs.Foundation') }, loadout: { active: false, cssClass: '', group: 'secondary', id: 'loadout', icon: null, label: game.i18n.localize('DAGGERHEART.Sheets.PC.Tabs.Loadout') }, vault: { active: false, cssClass: '', group: 'secondary', id: 'vault', icon: null, label: game.i18n.localize('DAGGERHEART.Sheets.PC.Tabs.Vault') } }; setActive(primaryTabs); setActive(secondaryTabs); return { primary: primaryTabs, secondary: secondaryTabs }; } _attachPartListeners(partId, htmlElement, options) { super._attachPartListeners(partId, htmlElement, options); $(htmlElement).find('.attribute-value').on('change', this.attributeChange.bind(this)); $(htmlElement).find('.tab-selector').on('click', this.tabSwitch.bind(this)); $(htmlElement).find('.level-title.levelup').on('click', this.openLevelUp.bind(this)); $(htmlElement).find('.feature-input').on('change', this.onFeatureInputBlur.bind(this)); $(htmlElement).find('.experience-description').on('change', this.experienceDescriptionChange.bind(this)); $(htmlElement).find('.experience-value').on('change', this.experienceValueChange.bind(this)); $(htmlElement).find('[data-item]').on('change', this.itemUpdate.bind(this)); } async _prepareContext(_options) { const context = await super._prepareContext(_options); context.document = this.document; context.tabs = this._getTabs(); context.config = SYSTEM; context.editAttributes = this.editAttributes; context.onVaultTab = this.onVaultTab; context.selectedScar = this.selectedScar; context.storyEditor = this.storyEditor; context.multiclassFeatureSetSelected = this.multiclassFeatureSetSelected; const selectedAttributes = Object.values(this.document.system.attributes).map(x => x.data.base); context.abilityScoreArray = JSON.parse( await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.General.AbilityArray) ).reduce((acc, x) => { const selectedIndex = selectedAttributes.indexOf(x); if (selectedIndex !== -1) { selectedAttributes.splice(selectedIndex, 1); } else { acc.push({ name: x, value: x }); } return acc; }, []); if (!context.abilityScoreArray.includes(0)) context.abilityScoreArray.push({ name: 0, value: 0 }); context.abilityScoresFinished = context.abilityScoreArray.every(x => x.value === 0); context.domains = this.document.system.class ? { first: this.document.system.class.system.domains[0] ? SYSTEM.DOMAIN.domains[this.document.system.class.system.domains[0]].src : null, second: this.document.system.class.system.domains[1] ? SYSTEM.DOMAIN.domains[this.document.system.class.system.domains[1]].src : null } : {}; context.attributes = Object.keys(this.document.system.attributes).reduce((acc, key) => { acc[key] = { ...this.document.system.attributes[key], name: game.i18n.localize(SYSTEM.ACTOR.abilities[key].name), verbs: SYSTEM.ACTOR.abilities[key].verbs.map(x => game.i18n.localize(x)) }; return acc; }, {}); const ancestry = await this.mapFeatureType( this.document.system.ancestry ? [this.document.system.ancestry] : [], SYSTEM.GENERAL.objectTypes ); const community = await this.mapFeatureType( this.document.system.community ? [this.document.system.community] : [], SYSTEM.GENERAL.objectTypes ); const foundation = { ancestry: ancestry[0], community: community[0], advancement: { ...this.mapAdvancementFeatures(this.document, SYSTEM) } }; const nrLoadoutCards = this.document.system.domainCards.loadout.length; const loadout = await this.mapFeatureType(this.document.system.domainCards.loadout, SYSTEM.DOMAIN.cardTypes); const vault = await this.mapFeatureType(this.document.system.domainCards.vault, SYSTEM.DOMAIN.cardTypes); context.abilities = { foundation: foundation, loadout: { top: loadout.slice(0, Math.min(2, nrLoadoutCards)), bottom: nrLoadoutCards > 2 ? loadout.slice(2, Math.min(5, nrLoadoutCards)) : [], nrTotal: nrLoadoutCards }, vault: vault.map(x => ({ ...x, uuid: x.uuid, sendToLoadoutDisabled: this.document.system.domainCards.loadout.length >= this.document.system.domainData.maxLoadout })) }; context.inventory = { consumable: { titles: { name: game.i18n.localize('DAGGERHEART.Sheets.PC.InventoryTab.ConsumableTitle'), quantity: game.i18n.localize('DAGGERHEART.Sheets.PC.InventoryTab.QuantityTitle') }, items: this.document.items.filter(x => x.type === 'consumable') }, miscellaneous: { titles: { name: game.i18n.localize('DAGGERHEART.Sheets.PC.InventoryTab.MiscellaneousTitle'), quantity: game.i18n.localize('DAGGERHEART.Sheets.PC.InventoryTab.QuantityTitle') }, items: this.document.items.filter(x => x.type === 'miscellaneous') }, weapons: { titles: { name: game.i18n.localize('DAGGERHEART.Sheets.PC.InventoryTab.WeaponsTitle'), quantity: game.i18n.localize('DAGGERHEART.Sheets.PC.InventoryTab.QuantityTitle') }, items: this.document.items.filter(x => x.type === 'weapon') }, armor: { titles: { name: game.i18n.localize('DAGGERHEART.Sheets.PC.InventoryTab.ArmorsTitle'), quantity: game.i18n.localize('DAGGERHEART.Sheets.PC.InventoryTab.QuantityTitle') }, items: this.document.items.filter(x => x.type === 'armor') } }; if (context.inventory.length === 0) { context.inventory = Array(1).fill(Array(5).fill([])); } context.classFeatures = ( this.multiclassFeatureSetSelected ? this.document.system.multiclassFeatures : this.document.system.classFeatures ).map(x => { if (x.system.featureType.type !== 'dice') { return x; } return { ...x, uuid: x.uuid, system: { ...x.system, featureType: { ...x.system.featureType, data: { ...x.system.featureType.data, property: this.document.system.subclass ? SYSTEM.ACTOR.featureProperties[x.system.featureType.data.property].path(this.document) : 0 } } } }; }); return context; } static async updateForm(event, _, formData) { await this.document.update(formData.object); this.render(); } async mapFeatureType(data, configType) { return await Promise.all( data.map(async x => { const abilities = x.system.abilities ? await Promise.all(x.system.abilities.map(async x => await fromUuid(x.uuid))) : []; return { ...x, uuid: x.uuid, system: { ...x.system, abilities: abilities, type: game.i18n.localize(configType[x.system.type ?? x.type].label) } }; }) ); } mapAdvancementFeatures(actor, config) { if (!actor.system.subclass) return { foundation: null, advancements: [] }; const { subclass, multiclassSubclass } = actor.system.subclassFeatures; const foundation = { type: 'foundation', multiclass: false, img: actor.system.subclass.img, subtitle: game.i18n.localize('DAGGERHEART.Sheets.PC.DomainCard.FoundationTitle'), domains: actor.system.class.system.domains.map(x => config.DOMAIN.domains[x].src), className: actor.system.class.name, subclassUuid: actor.system.subclass.uuid, subclassName: actor.system.subclass.name, spellcast: config.ACTOR.abilities[actor.system.subclass.system.spellcastingTrait]?.name ?? null, description: actor.system.subclass.system.foundationFeature.description, abilities: subclass.foundation, abilityKey: 'foundationFeature' }; const firstKey = actor.system.subclass.system.specializationFeature.unlocked && actor.system.subclass.system.specializationFeature.tier === 2 ? 'sub' : actor.system.multiclass?.system?.multiclassTier === 2 ? 'multi' : null; const firstType = firstKey === 'sub' ? 'specialization' : 'foundation'; const firstBase = firstKey === 'sub' ? actor.system.subclass : firstKey === 'multi' ? actor.system.multiclassSubclass : null; const first = !firstBase ? null : { type: firstType, multiclass: firstKey === 'multi', img: firstBase.img, subtitle: firstKey === 'sub' ? game.i18n.localize('DAGGERHEART.Sheets.PC.DomainCard.SpecializationTitle') : game.i18n.localize('DAGGERHEART.Sheets.PC.DomainCard.FoundationTitle'), domains: firstKey === 'sub' ? actor.system.class.system.domains.map(x => config.DOMAIN.domains[x].src) : actor.system.multiclass.system.domains.map(x => config.DOMAIN.domains[x].src), className: firstKey === 'sub' ? actor.system.class.name : actor.system.multiclass.name, subclassUuid: firstBase.uuid, subclassName: firstBase.name, spellcast: firstKey === 'sub' ? null : (config.ACTOR.abilities[firstBase.system.spellcastingTrait]?.name ?? null), description: firstKey === 'sub' ? firstBase.system.specializationFeature.description : firstBase.system.foundationFeature.description, abilities: firstKey === 'sub' ? subclass.specialization : multiclassSubclass.foundation, abilityKey: firstKey === 'sub' ? 'specializationFeature' : 'foundationFeature' }; const secondKey = (actor.system.subclass.system.specializationFeature.unlocked && actor.system.subclass.system.specializationFeature.tier === 3) || (actor.system.subclass.system.masteryFeature.unlocked && actor.system.subclass.system.masteryFeature.tier === 3) ? 'sub' : actor.system.multiclass?.system?.multiclassTier === 3 || actor.system.multiclassSubclass?.system?.specializationFeature?.unlocked ? 'multi' : null; const secondBase = secondKey === 'sub' ? actor.system.subclass : secondKey === 'multi' ? actor.system.multiclassSubclass : null; const secondAbilities = secondKey === 'sub' ? subclass : multiclassSubclass; const secondType = secondBase ? secondBase.system.masteryFeature.unlocked ? 'mastery' : secondBase.system.specializationFeature.unlocked ? 'specialization' : 'foundation' : null; const second = !secondBase ? null : { type: secondType, multiclass: secondKey === 'multi', img: secondBase.img, subtitle: secondBase.system.masteryFeature.unlocked ? game.i18n.localize('DAGGERHEART.Sheets.PC.DomainCard.MasteryTitle') : secondBase.system.specializationFeature.unlocked ? game.i18n.localize('DAGGERHEART.Sheets.PC.DomainCard.SpecializationTitle') : game.i18n.localize('DAGGERHEART.Sheets.PC.DomainCard.FoundationTitle'), domains: secondKey === 'sub' ? actor.system.class.system.domains.map(x => config.DOMAIN.domains[x].src) : actor.system.multiclass.system.domains.map(x => config.DOMAIN.domains[x].src), className: secondKey === 'sub' ? actor.system.class.name : actor.system.multiclass.name, subclassUuid: secondBase.uuid, subclassName: secondBase.name, spellcast: secondKey === 'sub' || secondBase.system.specializationFeature.unlocked ? null : (config.ACTOR.abilities[firstBase.system.spellcastingTrait]?.name ?? null), description: secondBase.system.masteryFeature.unlocked ? secondBase.system.masteryFeature.description : secondBase.system.specializationFeature.unlocked ? secondBase.system.specializationFeature.description : firstBase.system.foundationFeature.description, abilities: secondBase.system.masteryFeature.unlocked ? secondAbilities.mastery : secondBase.system.specializationFeature.unlocked ? secondAbilities.specialization : secondAbilities.foundation, abilityKey: secondBase.system.masteryFeature.unlocked ? 'masteryFeature' : secondBase.system.specializationFeature.unlocked ? 'specializationFeature' : 'foundationFeature' }; return { foundation: foundation, first: first, second: second }; } async attributeChange(event) { const path = `system.attributes.${event.currentTarget.dataset.attribute}.data.base`; await this.document.update({ [path]: event.currentTarget.value }); } static toggleEditAttributes() { this.editAttributes = !this.editAttributes; this.render(); } static async rollAttribute(event, button) { const { roll, hope, fear, advantage, disadvantage, modifiers } = await this.document.dualityRoll( { title: 'Attribute Bonus', value: button.dataset.value }, event.shiftKey ); const cls = getDocumentClass('ChatMessage'); const msgData = { type: 'dualityRoll', sound: CONFIG.sounds.dice, system: { title: game.i18n.format('DAGGERHEART.Chat.DualityRoll.AbilityCheckTitle', { ability: game.i18n.localize(abilities[button.dataset.attribute].label) }), origin: this.document.id, roll: roll._formula, modifiers: modifiers, hope: hope, fear: fear, advantage: advantage, disadvantage: disadvantage }, user: game.user.id, content: 'systems/daggerheart/templates/chat/duality-roll.hbs', rolls: [roll] }; await cls.create(msgData); } static async toggleMarks(_, button) { const markValue = Number.parseInt(button.dataset.value); const newValue = this.document.system.armor.system.marks.value >= markValue ? markValue - 1 : markValue; await this.document.system.armor.update({ 'system.marks.value': newValue }); } static async toggleAttributeMark(_, button) { const attribute = this.document.system.attributes[button.dataset.attribute]; const newMark = this.document.system.availableAttributeMarks .filter(x => x > Math.max.apply(null, this.document.system.attributes[button.dataset.attribute].levelMarks)) .sort((a, b) => (a > b ? 1 : -1))[0]; if (attribute.levelMark || !newMark) return; const path = `system.attributes.${button.dataset.attribute}.levelMarks`; await this.document.update({ [path]: [...attribute.levelMarks, newMark] }); } static async toggleHP(_, button) { const healthValue = Number.parseInt(button.dataset.value); const newValue = this.document.system.resources.health.value >= healthValue ? healthValue - 1 : healthValue; await this.document.update({ 'system.resources.health.value': newValue }); } static async toggleStress(_, button) { const healthValue = Number.parseInt(button.dataset.value); const newValue = this.document.system.resources.stress.value >= healthValue ? healthValue - 1 : healthValue; await this.document.update({ 'system.resources.stress.value': newValue }); } static async toggleHope(_, button) { const hopeValue = Number.parseInt(button.dataset.value); const newValue = this.document.system.resources.hope.value >= hopeValue ? hopeValue - 1 : hopeValue; await this.document.update({ 'system.resources.hope.value': newValue }); } static async toggleGold(_, button) { const goldValue = Number.parseInt(button.dataset.value); const goldType = button.dataset.type; const newValue = this.document.system.gold[goldType] >= goldValue ? goldValue - 1 : goldValue; const update = `system.gold.${goldType}`; await this.document.update({ [update]: newValue }); } static async attackRoll(event, button) { const weapon = await fromUuid(button.dataset.weapon); const damage = { value: `${this.document.system.proficiency.value}${weapon.system.damage.value}`, type: weapon.system.damage.type, bonusDamage: this.document.system.bonuses.damage }; const modifier = this.document.system.attributes[weapon.system.trait].data.value; const { roll, hope, fear, advantage, disadvantage, modifiers, bonusDamageString } = await this.document.dualityRoll( { title: game.i18n.localize(abilities[weapon.system.trait].label), value: modifier }, event.shiftKey, damage.bonusDamage ); damage.value = damage.value.concat(bonusDamageString); const targets = Array.from(game.user.targets).map(x => ({ id: x.id, name: x.actor.name, img: x.actor.img, difficulty: x.actor.system.difficulty, evasion: x.actor.system.evasion })); const cls = getDocumentClass('ChatMessage'); const msg = new cls({ type: 'dualityRoll', sound: CONFIG.sounds.dice, system: { title: weapon.name, origin: this.document.id, roll: roll._formula, modifiers: modifiers, hope: hope, fear: fear, advantage: advantage, disadvantage: disadvantage, damage: damage, targets: targets }, content: 'systems/daggerheart/templates/chat/attack-roll.hbs', rolls: [roll] }); await cls.create(msg.toObject()); } tabSwitch(event) { const tab = event.currentTarget.dataset.tab; if (tab !== 'loadout') { this.onVaultTab = false; } this.render(); } openLevelUp() { new DhpLevelup(this.document).render(true); } static domainCardsTab(toVault) { this.onVaultTab = toVault; this.render(); } static async moveDomainCard(button, toVault) { if (!toVault && this.document.system.domainCards.loadout.length >= this.document.system.domainData.maxLoadout) { return; } const card = this.document.items.find(x => x.uuid === button.dataset.domain); await card.update({ 'system.inVault': toVault }); } static async useDomainCard(_, button) { const card = this.document.items.find(x => x.uuid === button.dataset.key); const cls = getDocumentClass('ChatMessage'); const msg = new cls({ type: 'abilityUse', user: game.user.id, content: 'systems/daggerheart/templates/chat/ability-use.hbs', system: { title: `${game.i18n.localize('DAGGERHEART.Chat.DomainCard.Title')} - ${capitalize(button.dataset.domain)}`, img: card.img, name: card.name, description: card.system.effect, actions: card.system.actions } }); cls.create(msg.toObject()); } static async selectClass() { (await game.packs.get('daggerheart.classes'))?.render(true); } static async selectSubclass() { (await game.packs.get('daggerheart.subclasses'))?.render(true); } static async selectAncestry() { const dialogClosed = new Promise((resolve, _) => { new AncestrySelectionDialog(resolve).render(true); }); const result = await dialogClosed; // await this.emulateItemDrop({ type: 'item', data: result }); for (var ancestry of this.document.items.filter(x => x => x.type === 'ancestry')) { await ancestry.delete(); } const createdItems = []; for (var feature of this.document.items.filter( x => x.type === 'feature' && x.system.type === SYSTEM.ITEM.featureTypes.ancestry.id )) { await feature.delete(); } // createdItems.push(...result.data.system.abilities); createdItems.push(result.data); await this.document.createEmbeddedDocuments('Item', createdItems); // await this.document.createEmbeddedDocuments("Item", [result.toObject()]); // (await game.packs.get('daggerheart.playtest-ancestries'))?.render(true); } static async selectCommunity() { (await game.packs.get('daggerheart.communities'))?.render(true); } static async viewObject(_, button) { const object = await fromUuid(button.dataset.value); if (!object) return; const tab = button.dataset.tab; if (tab && object.sheet._tabs) object.sheet._tabs[0].active = tab; if (object.sheet.editMode) object.sheet.editMode = false; object.sheet.render(true); } static async takeShortRest() { await new DhpDowntime(this.document, true).render(true); await this.minimize(); } static async takeLongRest() { await new DhpDowntime(this.document, false).render(true); await this.minimize(); } static async addMiscItem() { const result = await this.document.createEmbeddedDocuments('Item', [ { name: game.i18n.localize('DAGGERHEART.Sheets.PC.NewItem'), type: 'miscellaneous' } ]); await result[0].sheet.render(true); } static async addScar() { if (this.document.system.story.scars.length === 5) return; await this.document.update({ 'system.story.scars': [ ...this.document.system.story.scars, { name: game.i18n.localize('DAGGERHEART.Sheets.PC.NewScar'), description: '' } ] }); } static async selectScar(_, button) { this.selectedScar = Number.parseInt(button.dataset.value); this.render(); } static async deleteScar(event, button) { event.stopPropagation(); await this.document.update({ 'system.story.scars': this.document.system.story.scars.filter( (_, index) => index !== Number.parseInt(button.currentTarget.dataset.scar) ) }); } static async makeDeathMove() { if (this.document.system.resources.health.value === this.document.system.resources.health.max) { await new DhpDeathMove(this.document).render(true); await this.minimize(); } } static async toggleFeatureDice(_, button) { const index = Number.parseInt(button.dataset.index); const feature = this.document.system.classFeatures.find(x => x.uuid === button.dataset.feature); const path = `system.featureType.data.numbers.${index}`; if (feature.system.featureType.data.numbers[index]?.used) return; if (Object.keys(feature.system.featureType.data.numbers).length <= index) { const roll = new Roll(feature.system.featureType.data.value); const rollData = await roll.evaluate(); const cls = getDocumentClass('ChatMessage'); const msg = new cls({ user: game.user.id, rolls: [roll] }); await cls.create(msg.toObject()); await feature.update({ [path]: { value: Number.parseInt(rollData.total), used: false } }); } else { await Dialog.confirm({ title: game.i18n.localize('Confirm feature use'), content: `Are you sure you want to use ${feature.name}?`, yes: async () => { await feature.update({ [path]: { used: true } }); const cls = getDocumentClass('ChatMessage'); const msg = new cls({ user: game.user.id, content: await renderTemplate('systems/daggerheart/templates/chat/ability-use.hbs', { title: game.i18n.localize('DAGGERHEART.Chat.FeatureTitle'), card: { name: `${feature.name} - Roll Of ${feature.system.featureType.data.numbers[index].value}`, img: feature.img } }) }); cls.create(msg.toObject()); }, no: () => { return; }, defaultYes: false }); } } async onFeatureInputBlur(event) { const feature = this.document.system.classFeatures.find(x => x.uuid === event.currentTarget.dataset.feature); const value = Number.parseInt(event.currentTarget.value); if (!Number.isNaN(value)) await feature?.update({ 'system.featureType.data.value': value }); } async experienceDescriptionChange(event) { const newExperiences = [...this.document.system.experiences]; newExperiences[event.currentTarget.dataset.index].description = event.currentTarget.value; await this.document.update({ 'system.experiences': newExperiences }); } async experienceValueChange(event) { const newExperiences = [...this.document.system.experiences]; newExperiences[event.currentTarget.dataset.index].value = event.currentTarget.value; await this.document.update({ 'system.experiences': newExperiences }); } static setStoryEditor(_, button) { this.storyEditor = this.storyEditor === button.dataset.value ? null : button.dataset.value; this.render(); } async itemUpdate(event) { const name = event.currentTarget.dataset.item; const item = await fromUuid($(event.currentTarget).closest('[data-item-id]')[0].dataset.itemId); await item.update({ [name]: event.currentTarget.value }); } static async deleteItem(_, button) { const item = await fromUuid($(button).closest('[data-item-id]')[0].dataset.itemId); await item.delete(); } static async setItemQuantity(button, value) { const item = await fromUuid($(button).closest('[data-item-id]')[0].dataset.itemId); await item.update({ 'system.quantity': Math.max(item.system.quantity + value, 1) }); } static async useFeature(_, button) { const item = await fromUuid(button.dataset.id); const cls = getDocumentClass('ChatMessage'); const msg = new cls({ type: 'abilityUse', user: game.user.id, content: 'systems/daggerheart/templates/chat/ability-use.hbs', system: { title: game.i18n.localize('DAGGERHEART.Chat.FeatureTitle'), img: item.img, name: item.name, description: item.system.description, actions: item.system.actions } }); cls.create(msg.toObject()); } static async useAbility(_, button) { const item = await fromUuid(button.dataset.feature); const type = button.dataset.type; const cls = getDocumentClass('ChatMessage'); const msg = new cls({ type: 'abilityUse', user: game.user.id, system: { title: type === 'ancestry' ? game.i18n.localize('DAGGERHEART.Chat.FoundationCard.AncestryTitle') : type === 'community' ? game.i18n.localize('DAGGERHEART.Chat.FoundationCard.CommunityTitle') : game.i18n.localize('DAGGERHEART.Chat.FoundationCard.SubclassFeatureTitle'), img: item.img, name: item.name, description: item.system.description, actions: [] }, content: 'systems/daggerheart/templates/chat/ability-use.hbs' }); cls.create(msg.toObject()); } static async useAdvancementCard(_, button) { const item = button.dataset.multiclass === 'true' ? this.document.system.multiclassSubclass : this.document.system.subclass; const ability = item.system[`${button.dataset.key}Feature`]; const title = `${item.name} - ${game.i18n.localize(`DAGGERHEART.Sheets.PC.DomainCard.${capitalize(button.dataset.key)}Title`)}`; const cls = getDocumentClass('ChatMessage'); const msg = new cls({ user: game.user.id, content: await renderTemplate('systems/daggerheart/templates/chat/ability-use.hbs', { title: game.i18n.localize('DAGGERHEART.Chat.FoundationCard.SubclassFeatureTitle'), card: { name: title, img: item.img, description: ability.description } }) }); cls.create(msg.toObject()); } static async useAdvancementAbility(_, button) { // const item = await fromUuid(button.dataset.id); const item = this.document.items.find(x => x.uuid === button.dataset.id); const cls = getDocumentClass('ChatMessage'); const msg = new cls({ user: game.user.id, content: await renderTemplate('systems/daggerheart/templates/chat/ability-use.hbs', { title: game.i18n.localize('DAGGERHEART.Chat.FoundationCard.SubclassFeatureTitle'), card: { name: item.name, img: item.img, description: item.system.description } }) }); cls.create(msg.toObject()); } static async selectFeatureSet(_, button) { const multiclass = button.dataset.multiclass === 'true'; this.multiclassFeatureSetSelected = multiclass; this.render(); } static async toggleEquipItem(_, button) { const item = this.document.items.get(button.id); if (item.system.equipped) { await item.update({ 'system.equipped': false }); return; } switch (item.type) { case 'armor': const currentArmor = this.document.system.armor; if (currentArmor) { await currentArmor.update({ 'system.equipped': false }); } await item.update({ 'system.equipped': true }); break; case 'weapon': await this.document.system.constructor.unequipBeforeEquip.bind(this.document.system)(item); await item.update({ 'system.equipped': true }); break; } this.render(); } static async close(options) { this.onVaultTab = false; super.close(options); } async _onDragStart(_, event) { if (event.currentTarget.classList.contains('inventory-item')) { if (!['weapon', 'armor'].includes(event.currentTarget.dataset.type)) { return; } const targets = { weapon: ['weapon-section', 'inventory-weapon-section'], armor: ['armor-section', 'inventory-armor-section'] }; event.dataTransfer.setData( 'text/plain', JSON.stringify({ uuid: event.currentTarget.dataset.item, internal: true, targets: targets[event.currentTarget.dataset.type] }) ); } super._onDragStart(event); } async _onDrop(event) { const itemData = event.dataTransfer?.getData('text/plain'); const item = itemData ? JSON.parse(itemData) : null; if (item?.internal) { let target = null; event.currentTarget.classList.forEach(x => { if (item.targets.some(target => target === x)) { target = x; } }); if (target) { const itemObject = await fromUuid(item.uuid); switch (target) { case 'weapon-section': if ( itemObject.system.secondary && this.document.system.equippedWeapons.burden === 'twoHanded' ) { ui.notifications.info( game.i18n.localize('DAGGERHEART.Notification.Info.SecondaryEquipWhileTwohanded') ); return; } else if ( itemObject.system.burden === 'twoHanded' && this.document.system.equippedWeapons.secondary ) { ui.notifications.info( game.i18n.localize('DAGGERHEART.Notification.Info.TwohandedEquipWhileSecondary') ); return; } const existingWeapon = this.document.items.find( x => x.system.active && x.system.secondary === itemObject.system.secondary ); await existingWeapon?.update({ 'system.active': false }); await itemObject.update({ 'system.active': true }); break; case 'armor-section': const existingArmor = this.document.items.find(x => x.type === 'armor' && x.system.active); await existingArmor?.update({ 'system.active': false }); await itemObject.update({ 'system.active': true }); break; case 'inventory-weapon-section': const existingInventoryWeapon = this.document.items.find(x => x.system.inventoryWeapon); await existingInventoryWeapon?.update({ 'system.inventoryWeapon': false }); await itemObject.update({ 'system.inventoryWeapon': true }); break; case 'inventory-armor-section': const existingInventoryArmor = this.document.items.find(x => x.system.inventoryArmor); await existingInventoryArmor?.update({ 'system.inventoryArmor': false }); await itemObject.update({ 'system.inventoryArmor': true }); break; } } } else { super._onDrop(event); this._onDropItem(event, TextEditor.getDragEventData(event)); } } async _onDropItem(event, data) { if (this.dropItemBlock) { return; } else { this.dropItemBlock = true; setTimeout(() => (this.dropItemBlock = false), 500); } const element = event.currentTarget; const item = await Item.implementation.fromDropData(data); const itemData = item.toObject(); const createdItems = []; if (item.type === 'domainCard') { if (!this.document.system.class) { ui.notifications.error(game.i18n.localize('DAGGERHEART.Notification.Error.NoClassSelected')); return; } if (!this.document.system.domains.find(x => x === item.system.domain)) { ui.notifications.error(game.i18n.localize('DAGGERHEART.Notification.Error.LacksDomain')); return; } if (this.document.system.domainCards.total.length === this.document.system.domainData.maxCards) { ui.notifications.error(game.i18n.localize('DAGGERHEART.Notification.Error.MaxLoadoutReached')); return; } if (this.document.system.domainCards.total.find(x => x.name === item.name)) { ui.notifications.error(game.i18n.localize('DAGGERHEART.Notification.Error.DuplicateDomainCard')); return; } if (this.document.system.domainCards.loadout.length >= this.document.system.domainData.maxLoadout) { itemData.system.inVault = true; } if (this.document.uuid === item.parent?.uuid) return this._onSortItem(event, itemData); const createdItem = await this._onDropItemCreate(itemData); return createdItem; } else { if (!item.system.multiclass && ['class', 'subclass', 'ancestry', 'community'].includes(item.type)) { const existing = this.document.items.find(x => x.type === item.type); await existing?.delete(); } if (item.type === 'subclass') { if (!item.system.multiclass) { if (!this.document.system.class) { ui.notifications.info( game.i18n.localize('DAGGERHEART.Notification.Info.SelectClassBeforeSubclass') ); return; } else if (!this.document.system.class.system.subclasses.some(x => x.uuid === item.uuid)) { ui.notifications.info(game.i18n.localize('DAGGERHEART.Notification.Info.SubclassNotOfClass')); return; } for (var feature of this.document.items.filter( x => x.type === 'feature' && x.system.type === SYSTEM.ITEM.featureTypes.subclass.id )) { await feature.delete(); } } const features = [ itemData.system.foundationFeature, itemData.system.specializationFeature, itemData.system.masteryFeature ]; for (var i = 0; i < features.length; i++) { const feature = features[i]; for (var ability of feature.abilities) { const data = (await fromUuid(ability.uuid)).toObject(); if (i > 0) data.system.disabled = true; data.uuid = itemData.uuid; const abilityData = await this._onDropItemCreate(data); ability.uuid = abilityData[0].uuid; createdItems.push(abilityData); } } } else if (item.type === 'class') { if (!item.system.multiclass) { for (var feature of this.document.items.filter( x => x.type === 'feature' && x.system.type === SYSTEM.ITEM.featureTypes.class.id )) { await feature.delete(); } } for (var feature of item.system.features) { const data = (await fromUuid(feature.uuid)).toObject(); const itemData = await this._onDropItemCreate(data); createdItems.push(itemData); } } else if (item.type === 'ancestry') { for (var feature of this.document.items.filter( x => x.type === 'feature' && x.system.type === SYSTEM.ITEM.featureTypes.ancestry.id )) { await feature.delete(); } for (var feature of item.system.abilities) { const data = (await fromUuid(feature.uuid)).toObject(); const itemData = await this._onDropItemCreate(data); createdItems.push(itemData); } } else if (item.type === 'community') { for (var feature of this.document.items.filter( x => x.type === 'feature' && x.system.type === SYSTEM.ITEM.featureTypes.community.id )) { await feature.delete(); } for (var feature of item.system.abilities) { const data = (await fromUuid(feature.uuid)).toObject(); const itemData = await this._onDropItemCreate(data); createdItems.push(itemData); } } if (this.document.uuid === item.parent?.uuid) return this._onSortItem(event, item); if (item.type === 'weapon') { if (!element) return; if (element.classList.contains('weapon-section')) { await this.document.system.constructor.unequipBeforeEquip.bind(this.document.system)(itemData); itemData.system.equipped = true; } } if (item.type === 'armor') { if (!element) return; if (element.classList.contains('armor-section')) { const existing = this.document.system.armor ? await fromUuid(this.document.system.armor.uuid) : null; await existing?.update({ 'system.equipped': false }); itemData.system.equipped = true; } } const createdItem = await this._onDropItemCreate(itemData); createdItems.push(createdItem); return createdItems; } } async _onDropItemCreate(itemData, event) { itemData = itemData instanceof Array ? itemData : [itemData]; return this.document.createEmbeddedDocuments('Item', itemData); } async emulateItemDrop(data) { const event = new DragEvent('drop', { altKey: game.keyboard.isModifierActive('Alt') }); return this._onDropItem(event, data); } }