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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>
205 lines
8.1 KiB
JavaScript
205 lines
8.1 KiB
JavaScript
import { tagifyElement } from '../../../helpers/utils.mjs';
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import DaggerheartSheet from '../daggerheart-sheet.mjs';
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const { ItemSheetV2 } = foundry.applications.sheets;
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const { TextEditor } = foundry.applications.ux;
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export default class ClassSheet extends DaggerheartSheet(ItemSheetV2) {
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static DEFAULT_OPTIONS = {
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tag: 'form',
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classes: ['daggerheart', 'sheet', 'item', 'dh-style', 'class'],
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position: { width: 700 },
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actions: {
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removeSubclass: this.removeSubclass,
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viewSubclass: this.viewSubclass,
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deleteFeature: this.deleteFeature,
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editFeature: this.editFeature,
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removeItem: this.removeItem,
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viewItem: this.viewItem,
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removePrimaryWeapon: this.removePrimaryWeapon,
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removeSecondaryWeapon: this.removeSecondaryWeapon,
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removeArmor: this.removeArmor
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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: [
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{ dragSelector: '.suggested-item', dropSelector: null },
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{ dragSelector: null, dropSelector: '.take-section' },
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{ dragSelector: null, dropSelector: '.choice-a-section' },
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{ dragSelector: null, dropSelector: '.choice-b-section' },
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{ dragSelector: null, dropSelector: '.primary-weapon-section' },
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{ dragSelector: null, dropSelector: '.secondary-weapon-section' },
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{ dragSelector: null, dropSelector: '.armor-section' },
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{ dragSelector: null, dropSelector: null }
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]
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};
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static PARTS = {
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header: { template: 'systems/daggerheart/templates/sheets/items/class/header.hbs' },
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tabs: { template: 'systems/daggerheart/templates/sheets/global/tabs/tab-navigation.hbs' },
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features: {
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template: 'systems/daggerheart/templates/sheets/items/class/features.hbs',
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scrollable: ['.features']
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},
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settings: {
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template: 'systems/daggerheart/templates/sheets/items/class/settings.hbs',
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scrollable: ['.settings']
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}
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};
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static TABS = {
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features: {
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active: true,
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cssClass: '',
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group: 'primary',
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id: 'features',
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icon: null,
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label: 'DAGGERHEART.Sheets.Class.Tabs.Features'
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},
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settings: {
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active: false,
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cssClass: '',
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group: 'primary',
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id: 'settings',
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icon: null,
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label: 'DAGGERHEART.Sheets.Class.Tabs.settings'
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}
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};
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_attachPartListeners(partId, htmlElement, options) {
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super._attachPartListeners(partId, htmlElement, options);
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const domainInput = htmlElement.querySelector('.domain-input');
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tagifyElement(domainInput, SYSTEM.DOMAIN.domains, this.onDomainSelect.bind(this));
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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.document = this.document;
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context.tabs = super._getTabs(this.constructor.TABS);
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context.domains = this.document.system.domains;
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return context;
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}
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static async updateForm(event, _, formData) {
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await this.document.update(formData.object);
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this.render();
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}
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onAddTag(e) {
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if (e.detail.index === 2) {
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ui.notifications.info(game.i18n.localize('DAGGERHEART.Notification.Info.ClassCanOnlyHaveTwoDomains'));
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}
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}
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async onDomainSelect(domains) {
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await this.document.update({ 'system.domains': domains.map(x => x.value) });
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this.render(true);
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}
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static async removeSubclass(_, button) {
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await this.document.update({
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'system.subclasses': this.document.system.subclasses.filter(x => x.uuid !== button.dataset.subclass)
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});
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}
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static async viewSubclass(_, button) {
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const subclass = await fromUuid(button.dataset.subclass);
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subclass.sheet.render(true);
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}
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static async deleteFeature(_, button) {
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await this.document.update({
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'system.features': this.document.system.features.map(x => x.uuid).filter(x => x !== button.dataset.feature)
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});
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}
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static async editFeature(_, button) {
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const feature = await fromUuid(button.dataset.feature);
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feature.sheet.render(true);
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}
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static async removeItem(event, button) {
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event.stopPropagation();
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const type = button.dataset.type;
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const path = `system.inventory.${type}`;
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await this.document.update({
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[path]: this.document.system.inventory[type].filter(x => x.uuid !== button.dataset.item)
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});
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}
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static async viewItem(_, button) {
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const item = await fromUuid(button.dataset.item);
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item.sheet.render(true);
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}
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static async removePrimaryWeapon(event) {
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event.stopPropagation();
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await this.document.update({ 'system.characterGuide.suggestedPrimaryWeapon': null }, { diff: false });
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}
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static async removeSecondaryWeapon(event) {
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event.stopPropagation();
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await this.document.update({ 'system.characterGuide.suggestedSecondaryWeapon': null }, { diff: false });
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}
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static async removeArmor(event) {
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event.stopPropagation();
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await this.document.update({ 'system.characterGuide.suggestedArmor': null }, { diff: false });
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}
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async _onDrop(event) {
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const data = TextEditor.getDragEventData(event);
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const item = await fromUuid(data.uuid);
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if (item.type === 'subclass') {
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await this.document.update({
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'system.subclasses': [...this.document.system.subclasses.map(x => x.uuid), item.uuid]
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});
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} else if (item.type === 'feature') {
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await this.document.update({
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'system.features': [...this.document.system.features.map(x => x.uuid), item.uuid]
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});
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} else if (item.type === 'weapon') {
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if (event.currentTarget.classList.contains('primary-weapon-section')) {
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if (!this.document.system.characterGuide.suggestedPrimaryWeapon && !item.system.secondary)
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await this.document.update({
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'system.characterGuide.suggestedPrimaryWeapon': item.uuid
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});
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} else if (event.currentTarget.classList.contains('secondary-weapon-section')) {
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if (!this.document.system.characterGuide.suggestedSecondaryWeapon && item.system.secondary)
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await this.document.update({
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'system.characterGuide.suggestedSecondaryWeapon': item.uuid
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});
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}
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} else if (item.type === 'armor') {
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if (event.currentTarget.classList.contains('armor-section')) {
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if (!this.document.system.characterGuide.suggestedArmor)
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await this.document.update({
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'system.characterGuide.suggestedArmor': item.uuid
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});
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}
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} else if (event.currentTarget.classList.contains('choice-a-section')) {
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if (item.type === 'miscellaneous' || item.type === 'consumable') {
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if (this.document.system.inventory.choiceA.length < 2)
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await this.document.update({
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'system.inventory.choiceA': [...this.document.system.inventory.choiceA, item.uuid]
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});
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}
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} else if (item.type === 'miscellaneous') {
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if (event.currentTarget.classList.contains('take-section')) {
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if (this.document.system.inventory.take.length < 3)
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await this.document.update({
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'system.inventory.take': [...this.document.system.inventory.take, item.uuid]
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});
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} else if (event.currentTarget.classList.contains('choice-b-section')) {
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if (this.document.system.inventory.choiceB.length < 2)
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await this.document.update({
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'system.inventory.choiceB': [...this.document.system.inventory.choiceB, item.uuid]
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});
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}
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}
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}
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}
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