mirror of
https://github.com/Foundryborne/daggerheart.git
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* start development * finish party members tab * start resources tab * finish resources tab * finish inventory tab and add inital template to projects tab * add resource buttons actions methods * add group roll dialog * Main implementation * Fixed costs * Minor fixes and tweaks for the party sheet (#1239) * Minor fixes and tweaks for the party sheet * Fix scroll restoration for party sheet tabs * Finished GroupRoll * Removed/commented-out not yet implemented things * Commented out Difficulty since it's not used yet * Re-render party when members update (#1242) * Fixed so style applies in preview chat message * Added the clown car * Fixed so items can be dropped into the Party sheet * Added delete icon to inventory * Fixed TokenHUD token property useage. Fixed skipping roll message * Added visible modifier to GroupRoll leader result * Leader roll displays the large result display right away after rolling * Corrected tokenHUD for non-player-tokens * Fixed clowncar tokenData * Fixed TagTeam roll message and sound * Removed final TagTeamRoll roll sound * [PR] [Party Sheets] Sidebar character sheet changes (#1249) * Something experimenting * I am silly (wearning Dunce hat) * Stressful task * Armor functional to be hit * CSS Changes to accomadate pip boy * last minute change to resource section for better visual feeling * restoring old css for toggle * Added setting to toggle pip/number display * toggle functionality added * Fixed light-mode in characterSheet * Fixed multi-row resource pips display for character * Fixed separators * Added pip-display to Adversary and Companion. Some fixing on armor display --------- Co-authored-by: WBHarry <williambjrklund@gmail.com> * Fixed party height and resource armor update * Fixed deletebutton padding * Only showing expand-me icon on InventoryItem if there is a description to show * . * Fixed menu icon to be beige instead of white in dark mode --------- Co-authored-by: moliloo <dev.murilobrito@gmail.com> Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com> Co-authored-by: Nikhil Nagarajan <potter.nikhil@gmail.com>
240 lines
8.2 KiB
JavaScript
240 lines
8.2 KiB
JavaScript
import DHBaseActorSettings from './actor-setting.mjs';
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import DHApplicationMixin from './application-mixin.mjs';
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const { ActorSheetV2 } = foundry.applications.sheets;
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/**@typedef {import('@client/applications/_types.mjs').ApplicationClickAction} ApplicationClickAction */
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/**
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* A base actor sheet extending {@link ActorSheetV2} via {@link DHApplicationMixin}
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*/
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export default class DHBaseActorSheet extends DHApplicationMixin(ActorSheetV2) {
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/** @inheritDoc */
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static DEFAULT_OPTIONS = {
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classes: ['actor'],
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position: {
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width: 480
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},
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form: {
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submitOnChange: true
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},
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actions: {
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openSettings: DHBaseActorSheet.#openSettings,
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sendExpToChat: DHBaseActorSheet.#sendExpToChat,
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increaseActionUses: event => DHBaseActorSheet.#modifyActionUses(event, true)
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},
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contextMenus: [
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{
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handler: DHBaseActorSheet.#getFeatureContextOptions,
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selector: '[data-item-uuid][data-type="feature"]',
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options: {
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parentClassHooks: false,
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fixed: true
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}
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}
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],
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dragDrop: [{ dragSelector: '.inventory-item[data-type="attack"]', dropSelector: null }]
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};
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/* -------------------------------------------- */
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/**@type {typeof DHBaseActorSettings}*/
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#settingSheet;
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/**@returns {DHBaseActorSettings|null} */
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get settingSheet() {
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const SheetClass = this.document.system.metadata.settingSheet;
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return (this.#settingSheet ??= SheetClass ? new SheetClass({ document: this.document }) : null);
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}
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get isVisible() {
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const viewPermission = this.document.testUserPermission(game.user, this.options.viewPermission);
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const limitedOnly = this.document.testUserPermission(game.user, this.options.viewPermission, { exact: true });
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return limitedOnly ? this.document.system.metadata.hasLimitedView : viewPermission;
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}
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/* -------------------------------------------- */
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/* Prepare Context */
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/* -------------------------------------------- */
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/**@inheritdoc */
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async _prepareContext(_options) {
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const context = await super._prepareContext(_options);
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context.isNPC = this.document.isNPC;
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context.useResourcePips = game.settings.get(
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CONFIG.DH.id,
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CONFIG.DH.SETTINGS.gameSettings.appearance
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).useResourcePips;
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context.showAttribution = !game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.appearance)
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.hideAttribution;
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return context;
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}
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/**@inheritdoc */
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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 'effects':
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await this._prepareEffectsContext(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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_configureRenderParts(options) {
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const parts = super._configureRenderParts(options);
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if (!this.document.system.metadata.hasLimitedView) return parts;
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if (this.document.testUserPermission(game.user, 'LIMITED', { exact: true })) return { limited: parts.limited };
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return Object.keys(parts).reduce((acc, key) => {
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if (key !== 'limited') acc[key] = parts[key];
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return acc;
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}, {});
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}
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/** @inheritDoc */
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async _onRender(context, options) {
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await super._onRender(context, options);
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if (
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this.document.system.metadata.hasLimitedView &&
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this.document.testUserPermission(game.user, 'LIMITED', { exact: true })
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) {
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this.element.classList = `${this.element.classList} limited`;
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}
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}
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/**@inheritdoc */
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_attachPartListeners(partId, htmlElement, options) {
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super._attachPartListeners(partId, htmlElement, options);
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htmlElement.querySelectorAll('.item-button .action-uses-button').forEach(element => {
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element.addEventListener('contextmenu', DHBaseActorSheet.#modifyActionUses);
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});
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}
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/**
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* Prepare render context for the Effect 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 _prepareEffectsContext(context, _options) {
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context.effects = {
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actives: [],
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inactives: []
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};
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for (const effect of this.actor.allApplicableEffects()) {
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const list = effect.active ? context.effects.actives : context.effects.inactives;
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list.push(effect);
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}
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}
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/* -------------------------------------------- */
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/* Context Menu */
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/* -------------------------------------------- */
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/**
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* Get the set of ContextMenu options for Features.
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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 {DHBaseActorSheet}
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* @protected
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*/
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static #getFeatureContextOptions() {
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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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/* Application Clicks Actions */
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/* -------------------------------------------- */
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/**
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* Open the Actor Setting Sheet
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* @type {ApplicationClickAction}
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*/
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static async #openSettings() {
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await this.settingSheet.render({ force: true });
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}
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/**
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* Send Experience to Chat
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* @type {ApplicationClickAction}
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*/
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static async #sendExpToChat(_, button) {
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const experience = this.document.system.experiences[button.dataset.id];
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const cls = getDocumentClass('ChatMessage');
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const systemData = {
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actor: { name: this.actor.name, img: this.actor.img },
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author: game.users.get(game.user.id),
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action: {
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name: `${experience.name} ${experience.value.signedString()}`,
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img: '/icons/sundries/misc/admission-ticket-blue.webp'
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},
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itemOrigin: {
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name: game.i18n.localize('DAGGERHEART.GENERAL.Experience.single')
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},
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description: experience.description
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};
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const msg = {
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user: game.user.id,
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content: await foundry.applications.handlebars.renderTemplate(
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'systems/daggerheart/templates/ui/chat/action.hbs',
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systemData
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),
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title: game.i18n.localize('DAGGERHEART.ACTIONS.Config.displayInChat'),
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speaker: cls.getSpeaker(),
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flags: {
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daggerheart: {
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cssClass: 'dh-chat-message dh-style'
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}
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}
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};
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cls.create(msg);
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}
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/**
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*
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*/
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static async #modifyActionUses(event, increase) {
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event.stopPropagation();
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event.preventDefault();
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const actionId = event.target.dataset.itemUuid;
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const action = await foundry.utils.fromUuid(actionId);
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const newValue = (action.uses.value ?? 0) + (increase ? 1 : -1);
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await action.update({ 'uses.value': Math.min(Math.max(newValue, 0), action.uses.max ?? 0) });
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}
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/* -------------------------------------------- */
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/* Application Drag/Drop */
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/* -------------------------------------------- */
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/**
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* On dragStart on the item.
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* @param {DragEvent} event - The drag event
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*/
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async _onDragStart(event) {
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const attackItem = event.currentTarget.closest('.inventory-item[data-type="attack"]');
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if (attackItem) {
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const attackData = {
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type: 'Attack',
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actorUuid: this.document.uuid,
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img: this.document.system.attack.img,
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fromInternal: true
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};
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event.dataTransfer.setData('text/plain', JSON.stringify(attackData));
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event.dataTransfer.setDragImage(attackItem.querySelector('img'), 60, 0);
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} else if (this.document.type !== 'environment') {
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super._onDragStart(event);
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}
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}
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}
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