mirror of
https://github.com/Foundryborne/daggerheart.git
synced 2026-01-11 19:25:21 +01:00
* Adding styles to make the text div take up the full area of the inventory items * Moving the draggable spots to internal divs and images * For better visuals in dragDrop, always make the drag image the first image selected * Fixing the dragDrop behavior on the sidebar, which still uses the classic layout * Fixing other uses of dragDrop to handle the layout change * Moving the draggable attribute to the parent img-portrait from img directly * Switching to the less pretty version of the drag drop in case of currency problems * Reverting how the dragSelector DEFAULT_OPTION is set and only modifying a few * Removing extra space in styles/less/global/inventory-item.less Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com> * Fixing up the character sheet to once again allow selecting the text areas --------- Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com>
479 lines
17 KiB
JavaScript
479 lines
17 KiB
JavaScript
import DHBaseActorSheet from '../api/base-actor.mjs';
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import { getDocFromElement } from '../../../helpers/utils.mjs';
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import { ItemBrowser } from '../../ui/itemBrowser.mjs';
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import FilterMenu from '../../ux/filter-menu.mjs';
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import DaggerheartMenu from '../../sidebar/tabs/daggerheartMenu.mjs';
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import { socketEvent } from '../../../systemRegistration/socket.mjs';
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import GroupRollDialog from '../../dialogs/group-roll-dialog.mjs';
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import DhpActor from '../../../documents/actor.mjs';
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import DHItem from '../../../documents/item.mjs';
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export default class Party extends DHBaseActorSheet {
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constructor(options) {
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super(options);
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this.refreshSelections = DaggerheartMenu.defaultRefreshSelections();
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}
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/**@inheritdoc */
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static DEFAULT_OPTIONS = {
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classes: ['party'],
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position: {
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width: 550,
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height: 900
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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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deletePartyMember: Party.#deletePartyMember,
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deleteItem: Party.#deleteItem,
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toggleHope: Party.#toggleHope,
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toggleHitPoints: Party.#toggleHitPoints,
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toggleStress: Party.#toggleStress,
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toggleArmorSlot: Party.#toggleArmorSlot,
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tempBrowser: Party.#tempBrowser,
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refeshActions: Party.#refeshActions,
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triggerRest: Party.#triggerRest,
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tagTeamRoll: Party.#tagTeamRoll,
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groupRoll: Party.#groupRoll,
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selectRefreshable: DaggerheartMenu.selectRefreshable,
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refreshActors: DaggerheartMenu.refreshActors
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},
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dragDrop: [{ dragSelector: '[data-item-id]', dropSelector: null }]
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};
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/**@override */
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static PARTS = {
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header: { template: 'systems/daggerheart/templates/sheets/actors/party/header.hbs' },
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tabs: { template: 'systems/daggerheart/templates/sheets/global/tabs/tab-navigation.hbs' },
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partyMembers: { template: 'systems/daggerheart/templates/sheets/actors/party/party-members.hbs' },
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resources: {
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template: 'systems/daggerheart/templates/sheets/actors/party/resources.hbs',
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scrollable: ['']
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},
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/* NOT YET IMPLEMENTED */
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// projects: {
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// template: 'systems/daggerheart/templates/sheets/actors/party/projects.hbs',
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// scrollable: ['']
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// },
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inventory: {
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template: 'systems/daggerheart/templates/sheets/actors/party/inventory.hbs',
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scrollable: ['.tab.inventory .items-section']
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},
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notes: { template: 'systems/daggerheart/templates/sheets/actors/party/notes.hbs' }
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};
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/** @inheritdoc */
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static TABS = {
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primary: {
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tabs: [
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{ id: 'partyMembers' },
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{ id: 'resources' },
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/* NOT YET IMPLEMENTED */
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// { id: 'projects' },
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{ id: 'inventory' },
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{ id: 'notes' }
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],
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initial: 'partyMembers',
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labelPrefix: 'DAGGERHEART.GENERAL.Tabs'
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}
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};
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static ALLOWED_ACTOR_TYPES = ['character', 'companion', 'adversary'];
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static DICE_ROLL_ACTOR_TYPES = ['character'];
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async _onRender(context, options) {
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await super._onRender(context, options);
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this._createFilterMenus();
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this._createSearchFilter();
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}
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/* -------------------------------------------- */
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/* Prepare Context */
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/* -------------------------------------------- */
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async _preparePartContext(partId, context, options) {
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context = await super._preparePartContext(partId, context, options);
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switch (partId) {
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case 'header':
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await this._prepareHeaderContext(context, options);
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break;
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case 'notes':
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await this._prepareNotesContext(context, options);
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break;
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}
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return context;
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}
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/**
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* Prepare render context for the Header part.
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* @param {ApplicationRenderContext} context
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* @param {ApplicationRenderOptions} options
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* @returns {Promise<void>}
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* @protected
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*/
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async _prepareHeaderContext(context, _options) {
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const { system } = this.document;
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const { TextEditor } = foundry.applications.ux;
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context.description = await TextEditor.implementation.enrichHTML(system.description, {
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secrets: this.document.isOwner,
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relativeTo: this.document
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});
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}
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/**
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* Prepare render context for the Biography part.
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* @param {ApplicationRenderContext} context
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* @param {ApplicationRenderOptions} options
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* @returns {Promise<void>}
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* @protected
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*/
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async _prepareNotesContext(context, _options) {
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const { system } = this.document;
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const { TextEditor } = foundry.applications.ux;
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const paths = {
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notes: 'notes'
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};
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for (const [key, path] of Object.entries(paths)) {
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const value = foundry.utils.getProperty(system, path);
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context[key] = {
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field: system.schema.getField(path),
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value,
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enriched: await TextEditor.implementation.enrichHTML(value, {
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secrets: this.document.isOwner,
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relativeTo: this.document
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})
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};
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}
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}
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/**
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* Toggles a hope resource value.
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* @type {ApplicationClickAction}
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*/
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static async #toggleHope(_, target) {
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const hopeValue = Number.parseInt(target.dataset.value);
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const actor = await foundry.utils.fromUuid(target.dataset.actorId);
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const newValue = actor.system.resources.hope.value >= hopeValue ? hopeValue - 1 : hopeValue;
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await actor.update({ 'system.resources.hope.value': newValue });
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this.render();
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}
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/**
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* Toggles a hp resource value.
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* @type {ApplicationClickAction}
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*/
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static async #toggleHitPoints(_, target) {
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const hitPointsValue = Number.parseInt(target.dataset.value);
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const actor = await foundry.utils.fromUuid(target.dataset.actorId);
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const newValue = actor.system.resources.hitPoints.value >= hitPointsValue ? hitPointsValue - 1 : hitPointsValue;
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await actor.update({ 'system.resources.hitPoints.value': newValue });
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this.render();
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}
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/**
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* Toggles a stress resource value.
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* @type {ApplicationClickAction}
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*/
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static async #toggleStress(_, target) {
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const stressValue = Number.parseInt(target.dataset.value);
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const actor = await foundry.utils.fromUuid(target.dataset.actorId);
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const newValue = actor.system.resources.stress.value >= stressValue ? stressValue - 1 : stressValue;
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await actor.update({ 'system.resources.stress.value': newValue });
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this.render();
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}
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/**
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* Toggles a armor slot resource value.
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* @type {ApplicationClickAction}
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*/
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static async #toggleArmorSlot(_, target, element) {
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const armorItem = await foundry.utils.fromUuid(target.dataset.itemUuid);
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const armorValue = Number.parseInt(target.dataset.value);
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const newValue = armorItem.system.marks.value >= armorValue ? armorValue - 1 : armorValue;
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await armorItem.update({ 'system.marks.value': newValue });
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this.render();
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}
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/**
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* Opens Compedium Browser
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*/
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static async #tempBrowser(_, target) {
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new ItemBrowser().render({ force: true });
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}
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static async #refeshActions() {
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const confirmed = await foundry.applications.api.DialogV2.confirm({
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window: {
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title: 'New Section',
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icon: 'fa-solid fa-campground'
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},
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content: await foundry.applications.handlebars.renderTemplate(
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'systems/daggerheart/templates/sidebar/daggerheart-menu/main.hbs',
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{
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refreshables: DaggerheartMenu.defaultRefreshSelections()
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}
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),
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classes: ['daggerheart', 'dialog', 'dh-style', 'tab', 'sidebar-tab', 'daggerheartMenu-sidebar']
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});
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if (!confirmed) return;
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}
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static async #triggerRest(_, button) {
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const confirmed = await foundry.applications.api.DialogV2.confirm({
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window: {
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title: game.i18n.localize(`DAGGERHEART.APPLICATIONS.Downtime.${button.dataset.type}.title`),
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icon: button.dataset.type === 'shortRest' ? 'fa-solid fa-utensils' : 'fa-solid fa-bed'
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},
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content: 'This will trigger a dialog to players make their downtime moves, are you sure?',
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classes: ['daggerheart', 'dialog', 'dh-style']
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});
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if (!confirmed) return;
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this.document.system.partyMembers.forEach(actor => {
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game.socket.emit(`system.${CONFIG.DH.id}`, {
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action: socketEvent.DowntimeTrigger,
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data: {
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actorId: actor.uuid,
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downtimeType: button.dataset.type
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}
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});
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});
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}
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static async downtimeMoveQuery({ actorId, downtimeType }) {
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const actor = await foundry.utils.fromUuid(actorId);
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if (!actor || !actor?.isOwner) reject();
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new game.system.api.applications.dialogs.Downtime(actor, downtimeType === 'shortRest').render({
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force: true
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});
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}
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static async #tagTeamRoll() {
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new game.system.api.applications.dialogs.TagTeamDialog(
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this.document.system.partyMembers.filter(x => Party.DICE_ROLL_ACTOR_TYPES.includes(x.type))
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).render({
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force: true
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});
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}
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static async #groupRoll(_params) {
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new GroupRollDialog(
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this.document.system.partyMembers.filter(x => Party.DICE_ROLL_ACTOR_TYPES.includes(x.type))
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).render({ force: true });
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}
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/**
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* Get the set of ContextMenu options for Consumable and Loot.
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* @returns {import('@client/applications/ux/context-menu.mjs').ContextMenuEntry[]} - The Array of context options passed to the ContextMenu instance
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* @this {CharacterSheet}
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* @protected
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*/
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static #getItemContextOptions() {
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return this._getContextMenuCommonOptions.call(this, { usable: true, toChat: true });
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}
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/* -------------------------------------------- */
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/* Filter Tracking */
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/* -------------------------------------------- */
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/**
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* The currently active search filter.
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* @type {foundry.applications.ux.SearchFilter}
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*/
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#search = {};
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/**
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* The currently active search filter.
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* @type {FilterMenu}
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*/
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#menu = {};
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/**
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* Tracks which item IDs are currently displayed, organized by filter type and section.
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* @type {{
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* inventory: {
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* search: Set<string>,
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* menu: Set<string>
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* },
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* loadout: {
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* search: Set<string>,
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* menu: Set<string>
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* },
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* }}
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*/
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#filteredItems = {
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inventory: {
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search: new Set(),
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menu: new Set()
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},
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loadout: {
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search: new Set(),
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menu: new Set()
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}
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};
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/* -------------------------------------------- */
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/* Search Inputs */
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/* -------------------------------------------- */
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/**
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* Create and initialize search filter instances for the inventory and loadout sections.
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*
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* Sets up two {@link foundry.applications.ux.SearchFilter} instances:
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* - One for the inventory, which filters items in the inventory grid.
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* - One for the loadout, which filters items in the loadout/card grid.
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* @private
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*/
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_createSearchFilter() {
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//Filters could be a application option if needed
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const filters = [
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{
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key: 'inventory',
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input: 'input[type="search"].search-inventory',
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content: '[data-application-part="inventory"] .items-section',
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callback: this._onSearchFilterInventory.bind(this)
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}
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];
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for (const { key, input, content, callback } of filters) {
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const filter = new foundry.applications.ux.SearchFilter({
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inputSelector: input,
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contentSelector: content,
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callback
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});
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filter.bind(this.element);
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this.#search[key] = filter;
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}
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}
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/**
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* Handle invetory items search and filtering.
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* @param {KeyboardEvent} event The keyboard input event.
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* @param {string} query The input search string.
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* @param {RegExp} rgx The regular expression query that should be matched against.
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* @param {HTMLElement} html The container to filter items from.
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* @protected
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*/
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async _onSearchFilterInventory(_event, query, rgx, html) {
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this.#filteredItems.inventory.search.clear();
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for (const li of html.querySelectorAll('.inventory-item')) {
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const item = await getDocFromElement(li);
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const matchesSearch = !query || foundry.applications.ux.SearchFilter.testQuery(rgx, item.name);
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if (matchesSearch) this.#filteredItems.inventory.search.add(item.id);
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const { menu } = this.#filteredItems.inventory;
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li.hidden = !(menu.has(item.id) && matchesSearch);
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}
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}
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/* -------------------------------------------- */
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/* Filter Menus */
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/* -------------------------------------------- */
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_createFilterMenus() {
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//Menus could be a application option if needed
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const menus = [
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{
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key: 'inventory',
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container: '[data-application-part="inventory"]',
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content: '.items-section',
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callback: this._onMenuFilterInventory.bind(this),
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target: '.filter-button',
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filters: FilterMenu.invetoryFilters
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}
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];
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menus.forEach(m => {
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const container = this.element.querySelector(m.container);
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this.#menu[m.key] = new FilterMenu(container, m.target, m.filters, m.callback, {
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contentSelector: m.content
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});
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});
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}
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/**
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* Callback when filters change
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* @param {PointerEvent} event
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* @param {HTMLElement} html
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* @param {import('../ux/filter-menu.mjs').FilterItem[]} filters
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*/
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async _onMenuFilterInventory(_event, html, filters) {
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this.#filteredItems.inventory.menu.clear();
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for (const li of html.querySelectorAll('.inventory-item')) {
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const item = await getDocFromElement(li);
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const matchesMenu =
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filters.length === 0 || filters.some(f => foundry.applications.ux.SearchFilter.evaluateFilter(item, f));
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if (matchesMenu) this.#filteredItems.inventory.menu.add(item.id);
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const { search } = this.#filteredItems.inventory;
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li.hidden = !(search.has(item.id) && matchesMenu);
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}
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}
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/* -------------------------------------------- */
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async _onDropActor(event, document) {
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const data = foundry.applications.ux.TextEditor.implementation.getDragEventData(event);
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if (document instanceof DhpActor && Party.ALLOWED_ACTOR_TYPES.includes(document.type)) {
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const currentMembers = this.document.system.partyMembers.map(x => x.uuid);
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if (currentMembers.includes(data.uuid)) {
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return ui.notifications.warn(game.i18n.localize('DAGGERHEART.UI.Notifications.duplicateCharacter'));
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}
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await this.document.update({ 'system.partyMembers': [...currentMembers, document.uuid] });
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} else {
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ui.notifications.warn(game.i18n.localize('DAGGERHEART.UI.Notifications.onlyCharactersInPartySheet'));
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}
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return null;
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}
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static async #deletePartyMember(event, target) {
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const doc = await getDocFromElement(target.closest('.inventory-item'));
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if (!event.shiftKey) {
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const confirmed = await foundry.applications.api.DialogV2.confirm({
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window: {
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title: game.i18n.format('DAGGERHEART.APPLICATIONS.DeleteConfirmation.title', {
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type: game.i18n.localize('TYPES.Actor.adversary'),
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name: doc.name
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})
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},
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content: game.i18n.format('DAGGERHEART.APPLICATIONS.DeleteConfirmation.text', { name: doc.name })
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});
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if (!confirmed) return;
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}
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const currentMembers = this.document.system.partyMembers.map(x => x.uuid);
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const newMemberdList = currentMembers.filter(uuid => uuid !== doc.uuid);
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await this.document.update({ 'system.partyMembers': newMemberdList });
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}
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static async #deleteItem(event, target) {
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const doc = await getDocFromElement(target.closest('.inventory-item'));
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if (!event.shiftKey) {
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const confirmed = await foundry.applications.api.DialogV2.confirm({
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window: {
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title: game.i18n.format('DAGGERHEART.APPLICATIONS.DeleteConfirmation.title', {
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type: game.i18n.localize('TYPES.Actor.party'),
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name: doc.name
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})
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},
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content: game.i18n.format('DAGGERHEART.APPLICATIONS.DeleteConfirmation.text', { name: doc.name })
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});
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if (!confirmed) return;
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}
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this.document.deleteEmbeddedDocuments('Item', [doc.id]);
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}
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}
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