mirror of
https://github.com/Foundryborne/daggerheart.git
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* - 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>
789 lines
36 KiB
JavaScript
789 lines
36 KiB
JavaScript
import { abilities, subclassFeatureLabels } from '../config/actorConfig.mjs';
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import { domains } from '../config/domainConfig.mjs';
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import { DhLevelup } from '../data/levelup.mjs';
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import { getDeleteKeys, tagifyElement } from '../helpers/utils.mjs';
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const { HandlebarsApplicationMixin, ApplicationV2 } = foundry.applications.api;
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export default class DhlevelUp extends HandlebarsApplicationMixin(ApplicationV2) {
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constructor(actor) {
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super({});
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this.actor = actor;
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this.levelTiers = game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.LevelTiers);
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const playerLevelupData = actor.system.levelData;
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this.levelup = new DhLevelup(DhLevelup.initializeData(this.levelTiers, playerLevelupData, actor.system.level));
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this._dragDrop = this._createDragDropHandlers();
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this.tabGroups.primary = 'advancements';
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}
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get title() {
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return game.i18n.format('DAGGERHEART.Application.LevelUp.Title', { actor: this.actor.name });
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}
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static DEFAULT_OPTIONS = {
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tag: 'form',
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classes: ['daggerheart', 'levelup'],
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position: { width: 1000, height: 'auto' },
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window: {
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resizable: true
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},
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actions: {
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save: this.save,
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viewCompendium: this.viewCompendium,
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selectPreview: this.selectPreview,
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selectDomain: this.selectDomain,
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selectSubclass: this.selectSubclass,
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updateCurrentLevel: this.updateCurrentLevel,
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activatePart: this.activatePart
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},
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form: {
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handler: this.updateForm,
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submitOnChange: true,
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closeOnSubmit: false
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},
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dragDrop: [{ dragSelector: null, dropSelector: '.levelup-card-selection .card-preview-container' }]
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};
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static PARTS = {
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tabs: { template: 'systems/daggerheart/templates/views/levelup/tabs/tab-navigation.hbs' },
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advancements: { template: 'systems/daggerheart/templates/views/levelup/tabs/advancements.hbs' },
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selections: { template: 'systems/daggerheart/templates/views/levelup/tabs/selections.hbs' },
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summary: { template: 'systems/daggerheart/templates/views/levelup/tabs/summary.hbs' }
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};
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static TABS = {
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advancements: {
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active: true,
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cssClass: '',
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group: 'primary',
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id: 'advancements',
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icon: null,
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label: 'DAGGERHEART.Application.LevelUp.Tabs.advancement'
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},
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selections: {
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active: false,
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cssClass: '',
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group: 'primary',
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id: 'selections',
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icon: null,
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label: 'DAGGERHEART.Application.LevelUp.Tabs.selections'
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},
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summary: {
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active: false,
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cssClass: '',
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group: 'primary',
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id: 'summary',
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icon: null,
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label: 'DAGGERHEART.Application.LevelUp.Tabs.summary'
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}
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};
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async _prepareContext(_options) {
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const context = await super._prepareContext(_options);
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context.levelup = this.levelup;
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context.tabs = this._getTabs(this.constructor.TABS);
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return context;
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}
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async _preparePartContext(partId, context) {
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const currentLevel = this.levelup.levels[this.levelup.currentLevel];
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switch (partId) {
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case 'tabs':
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const previous =
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this.levelup.currentLevel === this.levelup.startLevel ? null : this.levelup.currentLevel - 1;
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const next = this.levelup.currentLevel === this.levelup.endLevel ? null : this.levelup.currentLevel + 1;
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context.navigate = {
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previous: {
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disabled: !previous,
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label: previous
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? game.i18n.format('DAGGERHEART.Application.LevelUp.navigateLevel', { level: previous })
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: '',
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fromSummary: this.tabGroups.primary === 'summary'
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},
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next: {
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disabled: !this.levelup.currentLevelFinished,
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label: next
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? game.i18n.format('DAGGERHEART.Application.LevelUp.navigateLevel', { level: next })
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: '',
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toSummary: !next,
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show: this.tabGroups.primary !== 'summary'
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}
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};
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const { selections } = currentLevel.nrSelections;
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context.tabs.advancements.progress = { selected: selections, max: currentLevel.maxSelections };
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context.showTabs = this.tabGroups.primary !== 'summary';
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break;
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case 'selections':
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const advancementChoices = Object.keys(currentLevel.choices).reduce((acc, choiceKey) => {
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Object.keys(currentLevel.choices[choiceKey]).forEach(checkboxNr => {
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const checkbox = currentLevel.choices[choiceKey][checkboxNr];
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const data = {
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...checkbox,
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path: `levels.${this.levelup.currentLevel}.choices.${choiceKey}.${checkboxNr}`,
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level: this.levelup.currentLevel
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};
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if (!acc[choiceKey]) acc[choiceKey] = [];
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acc[choiceKey].push(data);
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});
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return acc;
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}, {});
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const traits = Object.values(advancementChoices.trait ?? {});
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const traitValues = traits.filter(trait => trait.data.length > 0).flatMap(trait => trait.data);
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context.traits = {
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values: traitValues,
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active: traits.length > 0,
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progress: {
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selected: traitValues.length,
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max: traits.reduce((acc, exp) => acc + exp.amount, 0)
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}
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};
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const experienceIncreases = Object.values(advancementChoices.experience ?? {});
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const experienceIncreaseValues = experienceIncreases
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.filter(exp => exp.data.length > 0)
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.flatMap(exp =>
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exp.data.map(data => {
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const experience = Object.keys(this.actor.system.experiences).find(x => x === data);
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return this.actor.system.experiences[experience].description;
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})
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);
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context.experienceIncreases = {
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values: experienceIncreaseValues,
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active: experienceIncreases.length > 0,
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progress: {
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selected: experienceIncreaseValues.length,
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max: experienceIncreases.reduce((acc, exp) => acc + exp.amount, 0)
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}
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};
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context.newExperiences = Object.keys(currentLevel.achievements.experiences).map(key => {
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const experience = currentLevel.achievements.experiences[key];
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return {
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...experience,
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level: this.levelup.currentLevel,
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key: key
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};
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});
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const allDomainCards = {
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...advancementChoices.domainCard,
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...currentLevel.achievements.domainCards
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};
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const allDomainCardKeys = Object.keys(allDomainCards);
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const classDomainsData = this.actor.system.class.value.system.domains.map(domain => ({
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domain,
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multiclass: false
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}));
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const multiclassDomainsData = (this.actor.system.multiclass?.value?.system?.domains ?? []).map(
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domain => ({ domain, multiclass: true })
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);
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const domainsData = [...classDomainsData, ...multiclassDomainsData];
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const multiclassDomain = this.levelup.classUpgradeChoices?.multiclass?.domain;
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if (multiclassDomain) {
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if (!domainsData.some(x => x.domain === multiclassDomain))
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domainsData.push({ domain: multiclassDomain, multiclass: true });
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}
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context.domainCards = [];
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for (var key of allDomainCardKeys) {
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const domainCard = allDomainCards[key];
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if (domainCard.level > this.levelup.endLevel) continue;
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const uuid = domainCard.data?.length > 0 ? domainCard.data[0] : domainCard.uuid;
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const card = uuid ? await foundry.utils.fromUuid(uuid) : {};
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context.domainCards.push({
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...(card.toObject?.() ?? card),
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emptySubtexts: domainsData.map(domain => {
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const levelBase = domain.multiclass
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? Math.ceil(this.levelup.currentLevel / 2)
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: this.levelup.currentLevel;
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const levelMax = domainCard.secondaryData?.limit
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? Math.min(domainCard.secondaryData.limit, levelBase)
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: levelBase;
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return game.i18n.format('DAGGERHEART.Application.LevelUp.Selections.emptyDomainCardHint', {
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domain: game.i18n.localize(domains[domain.domain].label),
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level: levelMax
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});
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}),
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path: domainCard.data
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? `${domainCard.path}.data`
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: `levels.${domainCard.level}.achievements.domainCards.${key}.uuid`,
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limit: domainCard.secondaryData?.limit ?? null,
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compendium: 'domains'
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});
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}
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const subclassSelections = advancementChoices.subclass?.flatMap(x => x.data) ?? [];
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const possibleSubclasses = [this.actor.system.class.subclass];
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if (this.actor.system.multiclass?.subclass) {
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possibleSubclasses.push(this.actor.system.multiclass.subclass);
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}
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context.subclassCards = [];
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if (advancementChoices.subclass?.length > 0) {
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const featureStateIncrease = Object.values(this.levelup.levels).reduce((acc, level) => {
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acc += Object.values(level.choices).filter(choice => {
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return Object.values(choice).every(checkbox => checkbox.type === 'subclass');
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}).length;
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return acc;
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}, 0);
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for (var subclass of possibleSubclasses) {
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const choice =
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advancementChoices.subclass.find(x => x.data[0] === subclass.uuid) ??
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advancementChoices.subclass.find(x => x.data.length === 0);
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const featureState = subclass.system.featureState + featureStateIncrease;
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const data = await foundry.utils.fromUuid(subclass.uuid);
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context.subclassCards.push({
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...data.toObject(),
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path: choice?.path,
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uuid: data.uuid,
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selected: subclassSelections.includes(subclass.uuid),
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featureState: featureState,
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featureLabel: game.i18n.localize(subclassFeatureLabels[featureState]),
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isMulticlass: subclass.system.isMulticlass ? 'true' : 'false'
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});
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}
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}
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const multiclasses = Object.values(advancementChoices.multiclass ?? {});
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if (multiclasses?.[0]) {
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const data = multiclasses[0];
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const multiclass = data.data.length > 0 ? await foundry.utils.fromUuid(data.data[0]) : {};
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context.multiclass = {
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...data,
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...(multiclass.toObject?.() ?? multiclass),
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uuid: multiclass.uuid,
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domains:
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multiclass?.system?.domains.map(key => {
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const domain = domains[key];
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const alreadySelected = this.actor.system.class.value.system.domains.includes(key);
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return {
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...domain,
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selected: key === data.secondaryData.domain,
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disabled:
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(data.secondaryData.domain && key !== data.secondaryData.domain) ||
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alreadySelected
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};
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}) ?? [],
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subclasses:
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multiclass?.system?.subclasses.map(subclass => ({
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...subclass,
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uuid: subclass.uuid,
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selected: data.secondaryData.subclass === subclass.uuid,
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disabled: data.secondaryData.subclass && data.secondaryData.subclass !== subclass.uuid
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})) ?? [],
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compendium: 'classes',
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limit: 1
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};
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}
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break;
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case 'summary':
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const { current: currentActorLevel, changed: changedActorLevel } = this.actor.system.levelData.level;
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const actorArmor = this.actor.system.armor;
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const levelKeys = Object.keys(this.levelup.levels);
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let achivementProficiency = 0;
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const achievementCards = [];
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let achievementExperiences = [];
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for (var levelKey of levelKeys) {
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const level = this.levelup.levels[levelKey];
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if (Number(levelKey) < this.levelup.startLevel) continue;
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achivementProficiency += level.achievements.proficiency ?? 0;
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const cards = level.achievements.domainCards ? Object.values(level.achievements.domainCards) : null;
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if (cards) {
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for (var card of cards) {
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const itemCard = await foundry.utils.fromUuid(card.uuid);
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achievementCards.push(itemCard);
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}
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}
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achievementExperiences = level.achievements.experiences
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? Object.values(level.achievements.experiences).reduce((acc, experience) => {
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if (experience.name) acc.push(experience);
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return acc;
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}, [])
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: [];
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}
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context.achievements = {
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proficiency: {
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old: this.actor.system.proficiency.total,
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new: this.actor.system.proficiency.total + achivementProficiency,
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shown: achivementProficiency > 0
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},
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damageThresholds: {
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major: {
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old: this.actor.system.damageThresholds.major,
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new: this.actor.system.damageThresholds.major + changedActorLevel - currentActorLevel
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},
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severe: {
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old: this.actor.system.damageThresholds.severe,
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new:
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this.actor.system.damageThresholds.severe +
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(actorArmor
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? changedActorLevel - currentActorLevel
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: (changedActorLevel - currentActorLevel) * 2)
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},
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unarmored: !actorArmor
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},
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domainCards: {
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values: achievementCards,
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shown: achievementCards.length > 0
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},
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experiences: {
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values: achievementExperiences
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}
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};
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const advancement = {};
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for (var levelKey of levelKeys) {
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const level = this.levelup.levels[levelKey];
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if (Number(levelKey) < this.levelup.startLevel) continue;
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for (var choiceKey of Object.keys(level.choices)) {
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const choice = level.choices[choiceKey];
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for (var checkbox of Object.values(choice)) {
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switch (choiceKey) {
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case 'proficiency':
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case 'hitPoint':
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case 'stress':
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case 'evasion':
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advancement[choiceKey] = advancement[choiceKey]
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? advancement[choiceKey] + Number(checkbox.value)
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: Number(checkbox.value);
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break;
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case 'trait':
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if (!advancement[choiceKey]) advancement[choiceKey] = {};
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for (var traitKey of checkbox.data) {
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if (!advancement[choiceKey][traitKey]) advancement[choiceKey][traitKey] = 0;
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advancement[choiceKey][traitKey] += 1;
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}
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break;
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case 'domainCard':
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if (!advancement[choiceKey]) advancement[choiceKey] = [];
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if (checkbox.data.length === 1) {
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const choiceItem = await foundry.utils.fromUuid(checkbox.data[0]);
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advancement[choiceKey].push(choiceItem.toObject());
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}
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break;
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case 'experience':
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if (!advancement[choiceKey]) advancement[choiceKey] = [];
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const data = checkbox.data.map(data => {
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const experience = Object.keys(this.actor.system.experiences).find(
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x => x === data
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);
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return this.actor.system.experiences[experience]?.description ?? '';
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});
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advancement[choiceKey].push({ data: data, value: checkbox.value });
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break;
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case 'subclass':
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if (checkbox.data[0]) {
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const subclassItem = await foundry.utils.fromUuid(checkbox.data[0]);
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if (!advancement[choiceKey]) advancement[choiceKey] = [];
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advancement[choiceKey].push({
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...subclassItem.toObject(),
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featureLabel: game.i18n.localize(
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subclassFeatureLabels[Number(checkbox.secondaryData.featureState)]
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)
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});
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}
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break;
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case 'multiclass':
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const multiclassItem = await foundry.utils.fromUuid(checkbox.data[0]);
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const subclass = multiclassItem
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? await foundry.utils.fromUuid(checkbox.secondaryData.subclass)
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: null;
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advancement[choiceKey] = multiclassItem
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? {
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...multiclassItem.toObject(),
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domain: checkbox.secondaryData.domain
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? game.i18n.localize(domains[checkbox.secondaryData.domain].label)
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: null,
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subclass: subclass ? subclass.name : null
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}
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: {};
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break;
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}
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}
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}
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}
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context.advancements = {
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statistics: {
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proficiency: {
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old: context.achievements.proficiency.new,
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new: context.achievements.proficiency.new + (advancement.proficiency ?? 0)
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},
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hitPoints: {
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old: this.actor.system.resources.hitPoints.maxTotal,
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new: this.actor.system.resources.hitPoints.maxTotal + (advancement.hitPoint ?? 0)
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},
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stress: {
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old: this.actor.system.resources.stress.maxTotal,
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new: this.actor.system.resources.stress.maxTotal + (advancement.stress ?? 0)
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},
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|
evasion: {
|
|
old: this.actor.system.evasion.total,
|
|
new: this.actor.system.evasion.total + (advancement.evasion ?? 0)
|
|
}
|
|
},
|
|
traits: Object.keys(this.actor.system.traits).reduce((acc, traitKey) => {
|
|
if (advancement.trait?.[traitKey]) {
|
|
if (!acc) acc = {};
|
|
acc[traitKey] = {
|
|
label: game.i18n.localize(abilities[traitKey].label),
|
|
old: this.actor.system.traits[traitKey].total,
|
|
new: this.actor.system.traits[traitKey].total + advancement.trait[traitKey]
|
|
};
|
|
}
|
|
return acc;
|
|
}, null),
|
|
domainCards: advancement.domainCard ?? [],
|
|
experiences:
|
|
advancement.experience?.flatMap(x => x.data.map(data => ({ name: data, modifier: x.value }))) ??
|
|
[],
|
|
multiclass: advancement.multiclass,
|
|
subclass: advancement.subclass
|
|
};
|
|
|
|
context.advancements.statistics.proficiency.shown =
|
|
context.advancements.statistics.proficiency.new > context.advancements.statistics.proficiency.old;
|
|
context.advancements.statistics.hitPoints.shown =
|
|
context.advancements.statistics.hitPoints.new > context.advancements.statistics.hitPoints.old;
|
|
context.advancements.statistics.stress.shown =
|
|
context.advancements.statistics.stress.new > context.advancements.statistics.stress.old;
|
|
context.advancements.statistics.evasion.shown =
|
|
context.advancements.statistics.evasion.new > context.advancements.statistics.evasion.old;
|
|
context.advancements.statistics.shown =
|
|
context.advancements.statistics.proficiency.shown ||
|
|
context.advancements.statistics.hitPoints.shown ||
|
|
context.advancements.statistics.stress.shown ||
|
|
context.advancements.statistics.evasion.shown;
|
|
|
|
break;
|
|
}
|
|
|
|
return context;
|
|
}
|
|
|
|
_getTabs(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' : '';
|
|
}
|
|
|
|
return tabs;
|
|
}
|
|
|
|
_createDragDropHandlers() {
|
|
return this.options.dragDrop.map(d => {
|
|
d.callbacks = {
|
|
drop: this._onDrop.bind(this)
|
|
};
|
|
return new foundry.applications.ux.DragDrop.implementation(d);
|
|
});
|
|
}
|
|
|
|
_attachPartListeners(partId, htmlElement, options) {
|
|
super._attachPartListeners(partId, htmlElement, options);
|
|
htmlElement
|
|
.querySelectorAll('.selection-checkbox')
|
|
.forEach(element => element.addEventListener('change', this.selectionClick.bind(this)));
|
|
|
|
const traitsTagify = htmlElement.querySelector('.levelup-trait-increases');
|
|
if (traitsTagify) {
|
|
tagifyElement(traitsTagify, this.levelup.unmarkedTraits, this.tagifyUpdate('trait').bind(this));
|
|
}
|
|
|
|
const experienceIncreaseTagify = htmlElement.querySelector('.levelup-experience-increases');
|
|
if (experienceIncreaseTagify) {
|
|
tagifyElement(
|
|
experienceIncreaseTagify,
|
|
Object.keys(this.actor.system.experiences).reduce((acc, id) => {
|
|
const experience = this.actor.system.experiences[id];
|
|
acc[id] = { label: experience.description };
|
|
|
|
return acc;
|
|
}, {}),
|
|
this.tagifyUpdate('experience').bind(this)
|
|
);
|
|
}
|
|
|
|
this._dragDrop.forEach(d => d.bind(htmlElement));
|
|
}
|
|
|
|
tagifyUpdate =
|
|
type =>
|
|
async (_, { option, removed }) => {
|
|
const updatePath = Object.keys(this.levelup.levels[this.levelup.currentLevel].choices).reduce(
|
|
(acc, choiceKey) => {
|
|
const choice = this.levelup.levels[this.levelup.currentLevel].choices[choiceKey];
|
|
Object.keys(choice).forEach(checkboxNr => {
|
|
const checkbox = choice[checkboxNr];
|
|
if (
|
|
choiceKey === type &&
|
|
(removed ? checkbox.data.includes(option) : checkbox.data.length < checkbox.amount)
|
|
) {
|
|
acc = `levels.${this.levelup.currentLevel}.choices.${choiceKey}.${checkboxNr}.data`;
|
|
}
|
|
});
|
|
|
|
return acc;
|
|
},
|
|
null
|
|
);
|
|
|
|
if (!updatePath) {
|
|
ui.notifications.error(
|
|
game.i18n.localize('DAGGERHEART.Application.LevelUp.notifications.error.noSelectionsLeft')
|
|
);
|
|
return;
|
|
}
|
|
|
|
const currentData = foundry.utils.getProperty(this.levelup, updatePath);
|
|
const updatedData = removed ? currentData.filter(x => x !== option) : [...currentData, option];
|
|
await this.levelup.updateSource({ [updatePath]: updatedData });
|
|
this.render();
|
|
};
|
|
|
|
static async updateForm(event, _, formData) {
|
|
const { levelup } = foundry.utils.expandObject(formData.object);
|
|
await this.levelup.updateSource(levelup);
|
|
this.render();
|
|
}
|
|
|
|
async _onDrop(event) {
|
|
const data = foundry.applications.ux.TextEditor.getDragEventData(event);
|
|
const item = await fromUuid(data.uuid);
|
|
if (event.target.closest('.domain-cards')) {
|
|
const target = event.target.closest('.card-preview-container');
|
|
if (item.type === 'domainCard') {
|
|
const { multiclass } = this.levelup.classUpgradeChoices;
|
|
const isMulticlass = !multiclass ? false : item.system.domain === multiclass.domain;
|
|
if (
|
|
!this.actor.system.domains.includes(item.system.domain) &&
|
|
this.levelup.classUpgradeChoices?.multiclass?.domain !== item.system.domain
|
|
) {
|
|
ui.notifications.error(
|
|
game.i18n.localize('DAGGERHEART.Application.LevelUp.notifications.error.domainCardWrongDomain')
|
|
);
|
|
return;
|
|
}
|
|
|
|
const levelBase = isMulticlass ? Math.ceil(this.levelup.currentLevel / 2) : this.levelup.currentLevel;
|
|
const levelMax = target.dataset.limit ? Math.min(Number(target.dataset.limit), levelBase) : levelBase;
|
|
if (levelMax < item.system.level) {
|
|
ui.notifications.error(
|
|
game.i18n.localize('DAGGERHEART.Application.LevelUp.notifications.error.domainCardToHighLevel')
|
|
);
|
|
return;
|
|
}
|
|
|
|
if (
|
|
Object.values(this.levelup.levels).some(level => {
|
|
const achievementExists = Object.values(level.achievements.domainCards).some(
|
|
card => card.uuid === item.uuid
|
|
);
|
|
const advancementExists = Object.keys(level.choices).some(choiceKey => {
|
|
if (choiceKey !== 'domainCard') return false;
|
|
const choice = level.choices[choiceKey];
|
|
return Object.values(choice).some(checkbox => checkbox.data.includes(item.uuid));
|
|
});
|
|
|
|
return achievementExists || advancementExists;
|
|
})
|
|
) {
|
|
ui.notifications.error(
|
|
game.i18n.localize('DAGGERHEART.Application.LevelUp.notifications.error.domainCardDuplicate')
|
|
);
|
|
return;
|
|
}
|
|
|
|
await this.levelup.updateSource({ [target.dataset.path]: item.uuid });
|
|
this.render();
|
|
}
|
|
} else if (event.target.closest('.multiclass-cards')) {
|
|
const target = event.target.closest('.multiclass-cards');
|
|
if (item.type === 'class') {
|
|
if (item.name === this.actor.system.class.value.name) {
|
|
ui.notifications.error(
|
|
game.i18n.localize('DAGGERHEART.Application.LevelUp.notifications.error.alreadySelectedClass')
|
|
);
|
|
return;
|
|
}
|
|
|
|
await this.levelup.updateSource({
|
|
multiclass: {
|
|
class: item.uuid,
|
|
level: this.levelup.currentLevel,
|
|
tier: Number(target.dataset.tier)
|
|
},
|
|
[target.dataset.path]: {
|
|
tier: Number(target.dataset.tier),
|
|
minCost: Number(target.dataset.minCost),
|
|
amount: target.dataset.amount ? Number(target.dataset.amount) : null,
|
|
value: target.dataset.value,
|
|
type: target.dataset.type,
|
|
data: item.uuid
|
|
}
|
|
});
|
|
this.render();
|
|
}
|
|
}
|
|
}
|
|
|
|
async selectionClick(event) {
|
|
event.stopPropagation();
|
|
const button = event.currentTarget;
|
|
|
|
const update = {};
|
|
if (!button.checked) {
|
|
const basePath = `levels.${this.levelup.currentLevel}.choices`;
|
|
const current = foundry.utils.getProperty(this.levelup, `${basePath}.${button.dataset.option}`);
|
|
if (Number(button.dataset.cost) > 1 || Object.keys(current).length === 1) {
|
|
// Simple handling that doesn't cover potential Custom LevelTiers.
|
|
update[`${basePath}.-=${button.dataset.option}`] = null;
|
|
} else {
|
|
update[`${basePath}.${button.dataset.option}.-=${button.dataset.checkboxNr}`] = null;
|
|
}
|
|
} else {
|
|
if (this.levelup.levels[this.levelup.currentLevel].nrSelections.available < Number(button.dataset.cost)) {
|
|
ui.notifications.info(
|
|
game.i18n.localize('DAGGERHEART.Application.LevelUp.notifications.info.insufficentAdvancements')
|
|
);
|
|
this.render();
|
|
return;
|
|
}
|
|
|
|
const updateData = {
|
|
tier: Number(button.dataset.tier),
|
|
minCost: Number(button.dataset.cost),
|
|
amount: button.dataset.amount ? Number(button.dataset.amount) : null,
|
|
value: button.dataset.value,
|
|
type: button.dataset.type
|
|
};
|
|
|
|
if (button.dataset.type === 'domainCard') {
|
|
updateData.secondaryData = {
|
|
limit: Math.max(...this.levelup.tiers[button.dataset.tier].belongingLevels)
|
|
};
|
|
}
|
|
|
|
update[
|
|
`levels.${this.levelup.currentLevel}.choices.${button.dataset.option}.${button.dataset.checkboxNr}`
|
|
] = updateData;
|
|
}
|
|
|
|
await this.levelup.updateSource(update);
|
|
this.render();
|
|
}
|
|
|
|
static async viewCompendium(_, button) {
|
|
(await game.packs.get(`daggerheart.${button.dataset.compendium}`))?.render(true);
|
|
}
|
|
|
|
static async selectPreview(_, button) {
|
|
const remove = button.dataset.selected;
|
|
await this.levelup.updateSource({
|
|
[`${button.dataset.path}`]: {
|
|
data: remove ? [] : [button.dataset.uuid],
|
|
secondaryData: {
|
|
featureState: button.dataset.featureState,
|
|
isMulticlass: button.dataset.isMulticlass
|
|
}
|
|
}
|
|
});
|
|
|
|
this.render();
|
|
}
|
|
|
|
static async selectDomain(_, button) {
|
|
const option = foundry.utils.getProperty(this.levelup, button.dataset.path);
|
|
const domain = option.secondaryData.domain ? null : button.dataset.domain;
|
|
|
|
await this.levelup.updateSource({
|
|
[`${button.dataset.path}.secondaryData.domain`]: domain
|
|
});
|
|
this.render();
|
|
}
|
|
|
|
static async selectSubclass(_, button) {
|
|
const option = foundry.utils.getProperty(this.levelup, button.dataset.path);
|
|
const subclass = option.secondaryData.subclass ? null : button.dataset.subclass;
|
|
|
|
await this.levelup.updateSource({
|
|
[`${button.dataset.path}.secondaryData.subclass`]: subclass
|
|
});
|
|
this.render();
|
|
}
|
|
|
|
static async updateCurrentLevel(_, button) {
|
|
if (!button.dataset.forward) {
|
|
const confirmed = await foundry.applications.api.DialogV2.confirm({
|
|
window: {
|
|
title: game.i18n.localize('DAGGERHEART.Application.LevelUp.Delevel.title')
|
|
},
|
|
content: game.i18n.format('DAGGERHEART.Application.LevelUp.Delevel.content')
|
|
});
|
|
|
|
if (!confirmed) return;
|
|
|
|
await this.levelup.updateSource({
|
|
currentLevel: Math.min(this.levelup.currentLevel - 1, this.levelup.startLevel),
|
|
levels: Object.keys(this.levelup.levels).reduce((acc, key) => {
|
|
const level = this.levelup.levels[key];
|
|
if (Number(key) === this.levelup.currentLevel) {
|
|
acc[key] = {
|
|
achievements: {
|
|
experiences: getDeleteKeys(level.achievements.experiences, 'name', ''),
|
|
domainCards: getDeleteKeys(level.achievements.domainCards, 'uuid', null)
|
|
},
|
|
choices: getDeleteKeys(level.choices)
|
|
};
|
|
}
|
|
return acc;
|
|
}, {})
|
|
});
|
|
} else {
|
|
await this.levelup.updateSource({
|
|
currentLevel: Math.min(this.levelup.currentLevel + 1, this.levelup.endLevel)
|
|
});
|
|
}
|
|
|
|
this.tabGroups.primary = 'advancements';
|
|
this.render();
|
|
}
|
|
|
|
static activatePart(_, button) {
|
|
this.tabGroups.primary = button.dataset.part;
|
|
this.render();
|
|
}
|
|
|
|
static async save() {
|
|
const levelupData = Object.keys(this.levelup.levels).reduce((acc, level) => {
|
|
if (level >= this.levelup.startLevel) {
|
|
acc[level] = this.levelup.levels[level].toObject();
|
|
}
|
|
|
|
return acc;
|
|
}, {});
|
|
|
|
await this.actor.levelUp(levelupData);
|
|
this.close();
|
|
}
|
|
}
|