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>
169 lines
6.7 KiB
JavaScript
169 lines
6.7 KiB
JavaScript
import AttachableItem from './attachableItem.mjs';
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export default class DHArmor extends AttachableItem {
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/** @inheritDoc */
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static get metadata() {
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return foundry.utils.mergeObject(super.metadata, {
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label: 'TYPES.Item.armor',
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type: 'armor',
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hasDescription: true,
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isInventoryItem: true,
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hasActions: true
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});
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}
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/** @inheritDoc */
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static defineSchema() {
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const fields = foundry.data.fields;
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return {
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...super.defineSchema(),
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tier: new fields.NumberField({ required: true, integer: true, initial: 1, min: 1 }),
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equipped: new fields.BooleanField({ initial: false }),
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baseScore: new fields.NumberField({ integer: true, initial: 0 }),
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armorFeatures: new fields.ArrayField(
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new fields.SchemaField({
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value: new fields.StringField({
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required: true,
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choices: CONFIG.DH.ITEM.allArmorFeatures,
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blank: true
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}),
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effectIds: new fields.ArrayField(new fields.StringField({ required: true })),
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actionIds: new fields.ArrayField(new fields.StringField({ required: true }))
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})
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),
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marks: new fields.SchemaField({
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value: new fields.NumberField({ initial: 0, integer: true })
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}),
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baseThresholds: new fields.SchemaField({
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major: new fields.NumberField({ integer: true, initial: 0 }),
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severe: new fields.NumberField({ integer: true, initial: 0 })
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})
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};
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}
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/* -------------------------------------------- */
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/**@override */
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static DEFAULT_ICON = 'systems/daggerheart/assets/icons/documents/items/chest-armor.svg';
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/* -------------------------------------------- */
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get customActions() {
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return this.actions.filter(
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action => !this.armorFeatures.some(feature => feature.actionIds.includes(action.id))
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);
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}
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/**@inheritdoc */
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async _preUpdate(changes, options, user) {
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const allowed = await super._preUpdate(changes, options, user);
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if (allowed === false) return false;
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const changedArmorFeatures = changes.system?.armorFeatures ?? [];
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const removedFeatures = this.armorFeatures.filter(x => changedArmorFeatures.every(y => y.value !== x.value));
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if (changes.system?.armorFeatures) {
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const added = changedArmorFeatures.filter(x => this.armorFeatures.every(y => y.value !== x.value));
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const effectIds = [];
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const actionIds = [];
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for (var feature of removedFeatures) {
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effectIds.push(...feature.effectIds);
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actionIds.push(...feature.actionIds);
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}
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await this.parent.deleteEmbeddedDocuments('ActiveEffect', effectIds);
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changes.system.actions = actionIds.reduce((acc, id) => {
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acc[`-=${id}`] = null;
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return acc;
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}, {});
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const allFeatures = CONFIG.DH.ITEM.allArmorFeatures();
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for (const feature of added) {
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const featureData = allFeatures[feature.value];
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if (featureData.effects?.length > 0) {
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const embeddedItems = await this.parent.createEmbeddedDocuments(
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'ActiveEffect',
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featureData.effects.map(effect => ({
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...effect,
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name: game.i18n.localize(effect.name),
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description: game.i18n.localize(effect.description)
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}))
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);
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feature.effectIds = embeddedItems.map(x => x.id);
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}
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const newActions = {};
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if (featureData.actions?.length > 0 || featureData.actions?.size > 0) {
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for (let action of featureData.actions) {
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const embeddedEffects = await this.parent.createEmbeddedDocuments(
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'ActiveEffect',
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(action.effects ?? []).map(effect => ({
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...effect,
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transfer: false,
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name: game.i18n.localize(effect.name),
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description: game.i18n.localize(effect.description)
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}))
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);
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feature.effectIds = [...(feature.effectIds ?? []), ...embeddedEffects.map(x => x.id)];
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const cls = game.system.api.models.actions.actionsTypes[action.type];
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const actionId = foundry.utils.randomID();
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newActions[actionId] = new cls(
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{
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...cls.getSourceConfig(this),
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...action,
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type: action.type,
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_id: actionId,
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name: game.i18n.localize(action.name),
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description: game.i18n.localize(action.description),
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effects: embeddedEffects.map(x => ({ _id: x.id })),
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systemPath: 'actions'
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},
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{ parent: this }
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);
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}
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}
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changes.system.actions = newActions;
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feature.actionIds = Object.keys(newActions);
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}
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}
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}
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_onUpdate(a, b, c) {
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super._onUpdate(a, b, c);
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if (this.actor?.type === 'character') {
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for (const party of this.actor.parties) {
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party.render();
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}
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}
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}
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/**
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* Generates a list of localized tags based on this item's type-specific properties.
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* @returns {string[]} An array of localized tag strings.
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*/
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_getTags() {
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const tags = [
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`${game.i18n.localize('DAGGERHEART.ITEMS.Armor.baseScore')}: ${this.baseScore}`,
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`${game.i18n.localize('DAGGERHEART.ITEMS.Armor.baseThresholds.base')}: ${this.baseThresholds.major} / ${this.baseThresholds.severe}`
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];
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return tags;
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}
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/**
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* Generate a localized label array for this item subtype.
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* @returns {(string | { value: string, icons: string[] })[]} An array of localized strings and damage label objects.
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*/
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_getLabels() {
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const labels = [];
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if (this.baseScore)
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labels.push(`${game.i18n.localize('DAGGERHEART.ITEMS.Armor.baseScore')}: ${this.baseScore}`);
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return labels;
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}
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get itemFeatures() {
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return this.armorFeatures;
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}
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}
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