daggerheart/module/applications/characterCreation/characterCreation.mjs
WBHarry 9d76405221
File Structure Rework (#262)
* Restructured all the files

* Moved build/daggerheart.js to ./daggerheart.js. Changed rollup to use the css file instead of the less

* Restored build/ folder

* Mvoed config out form under application

* Moved roll.mjs to module/dice and renamed to dhRolls.mjs

* Update module/canvas/placeables/_module.mjs

Co-authored-by: joaquinpereyra98 <24190917+joaquinpereyra98@users.noreply.github.com>

* Le massive export update

* Removed unncessary import

---------

Co-authored-by: joaquinpereyra98 <24190917+joaquinpereyra98@users.noreply.github.com>
2025-07-05 00:26:33 +02:00

508 lines
21 KiB
JavaScript

import { abilities } from '../../config/actorConfig.mjs';
import { burden } from '../../config/generalConfig.mjs';
const { HandlebarsApplicationMixin, ApplicationV2 } = foundry.applications.api;
export default class DhCharacterCreation extends HandlebarsApplicationMixin(ApplicationV2) {
constructor(character) {
super({});
this.character = character;
this.setup = {
traits: this.character.system.traits,
ancestry: this.character.system.ancestry ?? {},
community: this.character.system.community ?? {},
class: this.character.system.class?.value ?? {},
subclass: this.character.system.class?.subclass ?? {},
experiences: {
[foundry.utils.randomID()]: { description: '', value: 2 },
[foundry.utils.randomID()]: { description: '', value: 2 }
},
domainCards: {
[foundry.utils.randomID()]: {},
[foundry.utils.randomID()]: {}
},
visibility: 1
};
this.equipment = {
armor: {},
primaryWeapon: {},
secondaryWeapon: {},
inventory: {
take: {},
choiceA: {},
choiceB: {}
}
};
this._dragDrop = this._createDragDropHandlers();
}
get title() {
return game.i18n.format('DAGGERHEART.CharacterCreation.Title', { actor: this.character.name });
}
static DEFAULT_OPTIONS = {
tag: 'form',
classes: ['daggerheart', 'dialog', 'dh-style', 'character-creation'],
position: { width: 800, height: 'auto' },
actions: {
viewCompendium: this.viewCompendium,
viewItem: this.viewItem,
useSuggestedTraits: this.useSuggestedTraits,
equipmentChoice: this.equipmentChoice,
finish: this.finish
},
form: {
handler: this.updateForm,
submitOnChange: true,
closeOnSubmit: false
},
dragDrop: [
{ dragSelector: null, dropSelector: '.ancestry-card' },
{ dragSelector: null, dropSelector: '.community-card' },
{ dragSelector: null, dropSelector: '.class-card' },
{ dragSelector: null, dropSelector: '.subclass-card' },
{ dragSelector: null, dropSelector: '.domain-card' },
{ dragSelector: null, dropSelector: '.armor-card' },
{ dragSelector: null, dropSelector: '.primary-weapon-card' },
{ dragSelector: null, dropSelector: '.secondary-weapon-card' },
{ dragSelector: '.suggestion-inner-container', dropSelector: '.selections-container' }
]
};
static PARTS = {
tabs: { template: 'systems/daggerheart/templates/characterCreation/tabs.hbs' },
setup: { template: 'systems/daggerheart/templates/characterCreation/tabs/setup.hbs' },
equipment: { template: 'systems/daggerheart/templates/characterCreation/tabs/equipment.hbs' },
// story: { template: 'systems/daggerheart/templates/characterCreation/tabs/story.hbs' },
footer: { template: 'systems/daggerheart/templates/characterCreation/footer.hbs' }
};
static TABS = {
setup: {
active: true,
cssClass: '',
group: 'primary',
id: 'setup',
label: 'DAGGERHEART.CharacterCreation.Tabs.Setup'
},
equipment: {
active: false,
cssClass: '',
group: 'primary',
id: 'equipment',
label: 'DAGGERHEART.CharacterCreation.Tabs.Equipment',
optional: true
}
// story: {
// active: false,
// cssClass: '',
// group: 'primary',
// id: 'story',
// label: 'DAGGERHEART.CharacterCreation.Tabs.Story',
// optional: true
// }
};
_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' : '';
switch (v.id) {
case 'setup':
const classFinished = this.setup.class.uuid && this.setup.subclass.uuid;
const heritageFinished = this.setup.ancestry.uuid && this.setup.community.uuid;
const traitsFinished = Object.values(this.setup.traits).every(x => x.value !== null);
const experiencesFinished = Object.values(this.setup.experiences).every(x => x.description);
const domainCardsFinished = Object.values(this.setup.domainCards).every(x => x.uuid);
v.finished =
classFinished &&
heritageFinished &&
traitsFinished &&
experiencesFinished &&
domainCardsFinished;
break;
case 'equipment':
const armorFinished = this.equipment.armor?.uuid;
const primaryFinished = this.equipment.primaryWeapon?.uuid;
const secondaryFinished =
this.equipment.secondaryWeapon?.uuid ||
(primaryFinished && this.equipment.primaryWeapon.system.burden == burden.twoHanded.value);
const choiceAFinished = this.equipment.inventory.choiceA?.uuid;
const choiceBFinished = this.equipment.inventory.choiceB?.uuid;
v.finished =
armorFinished && primaryFinished && secondaryFinished && choiceAFinished && choiceBFinished;
}
}
tabs.equipment.cssClass = tabs.setup.finished ? tabs.equipment.cssClass : 'disabled';
// tabs.story.cssClass = tabs.setup.finished ? tabs.story.cssClass : 'disabled';
return tabs;
}
changeTab(tab, group, options) {
super.changeTab(tab, group, options);
for (var listTab of Object.keys(this.constructor.TABS)) {
const marker = options.navElement.querySelector(`a[data-action="tab"].${listTab} .finish-marker`);
if (listTab === tab) {
marker.classList.add('active');
} else {
marker.classList.remove('active');
}
}
}
_attachPartListeners(partId, htmlElement, options) {
super._attachPartListeners(partId, htmlElement, options);
this._dragDrop.forEach(d => d.bind(htmlElement));
}
async _prepareContext(_options) {
const context = await super._prepareContext(_options);
context.tabs = this._getTabs(this.constructor.TABS);
return context;
}
async _preparePartContext(partId, context) {
switch (partId) {
case 'setup':
const availableTraitModifiers = game.settings
.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew)
.traitArray.map(trait => ({ key: trait, name: trait }));
for (let trait of Object.values(this.setup.traits).filter(x => x.value !== null)) {
const index = availableTraitModifiers.findIndex(x => x.key === trait.value);
if (index !== -1) {
availableTraitModifiers.splice(index, 1);
}
}
context.suggestedTraits = this.setup.class.system
? Object.keys(this.setup.class.system.characterGuide.suggestedTraits).map(traitKey => {
const trait = this.setup.class.system.characterGuide.suggestedTraits[traitKey];
return `${game.i18n.localize(`DAGGERHEART.Abilities.${traitKey}.short`)} ${trait > 0 ? `+${trait}` : trait}`;
})
: [];
context.traits = {
values: Object.keys(this.setup.traits).map(traitKey => {
const trait = this.setup.traits[traitKey];
const options = [...availableTraitModifiers];
if (trait.value !== null && !options.some(x => x.key === trait.value))
options.push({ key: trait.value, name: trait.value });
return {
...trait,
key: traitKey,
name: game.i18n.localize(abilities[traitKey].label),
options: options
};
})
};
context.traits.nrTotal = Object.keys(context.traits.values).length;
context.traits.nrSelected = Object.values(context.traits.values).reduce(
(acc, trait) => acc + (trait.value !== null ? 1 : 0),
0
);
context.experience = {
values: this.setup.experiences,
nrTotal: Object.keys(this.setup.experiences).length,
nrSelected: Object.values(this.setup.experiences).reduce(
(acc, exp) => acc + (exp.description ? 1 : 0),
0
)
};
context.ancestry = { ...this.setup.ancestry, compendium: 'ancestries' };
context.community = { ...this.setup.community, compendium: 'communities' };
context.class = { ...this.setup.class, compendium: 'classes' };
context.subclass = { ...this.setup.subclass, compendium: 'subclasses' };
context.domainCards = Object.keys(this.setup.domainCards).reduce((acc, x) => {
acc[x] = { ...this.setup.domainCards[x], compendium: 'domains' };
return acc;
}, {});
context.visibility = this.setup.visibility;
break;
case 'equipment':
const suggestions = await this.getEquipmentSuggestions(
this.equipment.inventory.choiceA,
this.equipment.inventory.choiceB
);
context.armor = {
...this.equipment.armor,
suggestion: { ...suggestions.armor, taken: suggestions.armor?.uuid === this.equipment.armor?.uuid },
compendium: 'armors'
};
context.primaryWeapon = {
...this.equipment.primaryWeapon,
suggestion: {
...suggestions.primaryWeapon,
taken: suggestions.primaryWeapon?.uuid === this.equipment.primaryWeapon?.uuid
},
compendium: 'weapons'
};
context.secondaryWeapon = {
...this.equipment.secondaryWeapon,
suggestion: {
...suggestions.secondaryWeapon,
taken: suggestions.secondaryWeapon?.uuid === this.equipment.secondaryWeapon?.uuid
},
disabled: this.equipment.primaryWeapon?.system?.burden === burden.twoHanded.value,
compendium: 'weapons'
};
context.inventory = {
take: suggestions.inventory.take,
choiceA: { suggestions: suggestions.inventory.choiceA, compendium: 'consumables' },
choiceB: { suggestions: suggestions.inventory.choiceB, compendium: 'general-items' }
};
break;
}
return context;
}
static async updateForm(event, _, formData) {
this.setup = foundry.utils.mergeObject(this.setup, formData.object);
this.setup.visibility = this.getUpdateVisibility();
this.render();
}
getUpdateVisibility() {
switch (this.setup.visibility) {
case 5:
return 5;
case 4:
return Object.values(this.setup.experiences).every(x => x.description) ? 5 : 4;
case 3:
return Object.values(this.setup.traits).every(x => x.value !== null) ? 4 : 3;
case 2:
return this.setup.ancestry.uuid && this.setup.community.uuid ? 3 : 2;
case 1:
return this.setup.class.uuid && this.setup.subclass.uuid ? 2 : 1;
}
}
async getEquipmentSuggestions(choiceA, choiceB) {
if (!this.setup.class.uuid) return { inventory: { take: [] } };
const { inventory, characterGuide } = this.setup.class.system;
return {
armor: characterGuide.suggestedArmor ?? null,
primaryWeapon: characterGuide.suggestedPrimaryWeapon ?? null,
secondaryWeapon: characterGuide.suggestedSecondaryWeapon
? { ...characterGuide.suggestedSecondaryWeapon, uuid: characterGuide.suggestedSecondaryWeapon.uuid }
: null,
inventory: {
take: inventory.take ?? [],
choiceA:
inventory.choiceA?.map(x => ({ ...x, uuid: x.uuid, selected: x.uuid === choiceA?.uuid })) ?? [],
choiceB: inventory.choiceB?.map(x => ({ ...x, uuid: x.uuid, selected: x.uuid === choiceB?.uuid })) ?? []
}
};
}
_createDragDropHandlers() {
return this.options.dragDrop.map(d => {
d.callbacks = {
dragstart: this._onDragStart.bind(this),
drop: this._onDrop.bind(this)
};
return new foundry.applications.ux.DragDrop.implementation(d);
});
}
static async viewCompendium(_, target) {
(await game.packs.get(`daggerheart.${target.dataset.compendium}`))?.render(true);
}
static async viewItem(_, target) {
(await foundry.utils.fromUuid(target.dataset.uuid)).sheet.render(true);
}
static useSuggestedTraits() {
this.setup.traits = Object.keys(this.setup.traits).reduce((acc, traitKey) => {
acc[traitKey] = {
...this.setup.traits[traitKey],
value: this.setup.class.system.characterGuide.suggestedTraits[traitKey]
};
return acc;
}, {});
this.setup.visibility = this.getUpdateVisibility();
this.render();
}
static async equipmentChoice(_, target) {
this.equipment.inventory[target.dataset.path] = await foundry.utils.fromUuid(target.dataset.uuid);
this.render();
}
static async finish() {
const embeddedAncestries = await this.character.createEmbeddedDocuments('Item', [this.setup.ancestry]);
const embeddedCommunities = await this.character.createEmbeddedDocuments('Item', [this.setup.community]);
await this.character.createEmbeddedDocuments('Item', [this.setup.class]);
await this.character.createEmbeddedDocuments('Item', [this.setup.subclass]);
await this.character.createEmbeddedDocuments('Item', Object.values(this.setup.domainCards));
if (this.equipment.armor.uuid)
await this.character.createEmbeddedDocuments('Item', [
{ ...this.equipment.armor, system: { ...this.equipment.armor.system, equipped: true } }
]);
if (this.equipment.primaryWeapon.uuid)
await this.character.createEmbeddedDocuments('Item', [
{ ...this.equipment.primaryWeapon, system: { ...this.equipment.primaryWeapon.system, equipped: true } }
]);
if (this.equipment.secondaryWeapon.uuid)
await this.character.createEmbeddedDocuments('Item', [
{
...this.equipment.secondaryWeapon,
system: { ...this.equipment.secondaryWeapon.system, equipped: true }
}
]);
if (this.equipment.inventory.choiceA.uuid)
await this.character.createEmbeddedDocuments('Item', [this.equipment.inventory.choiceA]);
if (this.equipment.inventory.choiceB.uuid)
await this.character.createEmbeddedDocuments('Item', [this.equipment.inventory.choiceB]);
await this.character.createEmbeddedDocuments('Item', this.setup.class.system.inventory.take);
await this.character.update({
system: {
traits: this.setup.traits,
experiences: this.setup.experiences,
ancestry: embeddedAncestries[0].uuid,
community: embeddedCommunities[0].uuid
}
});
this.close();
}
async _onDragStart(event) {
const target = event.currentTarget;
event.dataTransfer.setData('text/plain', JSON.stringify(target.dataset));
event.dataTransfer.setDragImage(target, 60, 0);
}
async _onDrop(event) {
const data = foundry.applications.ux.TextEditor.implementation.getDragEventData(event);
const item = await foundry.utils.fromUuid(data.uuid);
if (item.type === 'ancestry' && event.target.closest('.ancestry-card')) {
this.setup.ancestry = {
...item,
effects: Array.from(item.effects).map(x => x.toObject()),
uuid: item.uuid
};
} else if (item.type === 'community' && event.target.closest('.community-card')) {
this.setup.community = {
...item,
effects: Array.from(item.effects).map(x => x.toObject()),
uuid: item.uuid
};
} else if (item.type === 'class' && event.target.closest('.class-card')) {
this.setup.class = { ...item, effects: Array.from(item.effects).map(x => x.toObject()), uuid: item.uuid };
this.setup.subclass = {};
this.setup.domainCards = {
[foundry.utils.randomID()]: {},
[foundry.utils.randomID()]: {}
};
} else if (item.type === 'subclass' && event.target.closest('.subclass-card')) {
if (this.setup.class.system.subclasses.every(subclass => subclass.uuid !== item.uuid)) {
ui.notifications.error(
game.i18n.localize('DAGGERHEART.CharacterCreation.Notifications.SubclassNotInClass')
);
return;
}
this.setup.subclass = {
...item,
effects: Array.from(item.effects).map(x => x.toObject()),
uuid: item.uuid
};
} else if (item.type === 'domainCard' && event.target.closest('.domain-card')) {
if (!this.setup.class.uuid) {
ui.notifications.error(game.i18n.localize('DAGGERHEART.CharacterCreation.Notifications.MissingClass'));
return;
}
if (!this.setup.class.system.domains.includes(item.system.domain)) {
ui.notifications.error(game.i18n.localize('DAGGERHEART.CharacterCreation.Notifications.WrongDomain'));
return;
}
if (item.system.level > 1) {
ui.notifications.error(
game.i18n.localize('DAGGERHEART.CharacterCreation.Notifications.CardTooHighLevel')
);
return;
}
if (Object.values(this.setup.domainCards).some(card => card.uuid === item.uuid)) {
ui.notifications.error(game.i18n.localize('DAGGERHEART.CharacterCreation.Notifications.DuplicateCard'));
return;
}
this.setup.domainCards[event.target.closest('.domain-card').dataset.card] = { ...item, uuid: item.uuid };
} else if (item.type === 'armor' && event.target.closest('.armor-card')) {
if (item.system.tier > 1) {
ui.notifications.error(
game.i18n.localize('DAGGERHEART.CharacterCreation.Notifications.ItemTooHighTier')
);
return;
}
this.equipment.armor = { ...item, uuid: item.uuid };
} else if (item.type === 'weapon' && event.target.closest('.primary-weapon-card')) {
if (item.system.secondary) {
ui.notifications.error(game.i18n.localize('DAGGERHEART.CharacterCreation.Notifications.NotPrimary'));
return;
}
if (item.system.tier > 1) {
ui.notifications.error(
game.i18n.localize('DAGGERHEART.CharacterCreation.Notifications.ItemTooHighTier')
);
return;
}
this.equipment.primaryWeapon = { ...item, uuid: item.uuid };
} else if (item.type === 'weapon' && event.target.closest('.secondary-weapon-card')) {
if (this.equipment.primaryWeapon?.system?.burden === burden.twoHanded.value) {
ui.notifications.error(
game.i18n.localize('DAGGERHEART.CharacterCreation.Notifications.PrimaryIsTwoHanded')
);
return;
}
if (!item.system.secondary) {
ui.notifications.error(game.i18n.localize('DAGGERHEART.CharacterCreation.Notifications.NotSecondary'));
return;
}
if (item.system.tier > 1) {
ui.notifications.error(
game.i18n.localize('DAGGERHEART.CharacterCreation.Notifications.ItemTooHighTier')
);
return;
}
this.equipment.secondaryWeapon = { ...item, uuid: item.uuid };
} else {
return;
}
this.setup.visibility = this.getUpdateVisibility();
this.render();
}
}