daggerheart/module/documents/item.mjs
WBHarry ef53a7c561
[V14] 1354 - Armor Effect (#1652)
* Initial

* progress

* Working armor application

* .

* Added a updateArmorValue function that updates armoreffects according to an auto order

* .

* Added createDialog

* .

* Updated Armor SRD

* .

* Fixed character sheet armor update

* Updated itemconfig

* Actions now use createDialog for effects

* .

* .

* Fixed ArmorEffect max being a string

* Fixed SRD armor effects

* Finally finished the migration ._.

* SRD finalization

* Added ArmoreEffect.armorInteraction option

* Added ArmorManagement menu

* Fixed DamageReductionDialog

* Fixed ArmorManagement pip syle

* feat: add style to armors tooltip, add a style to make armor slot label more clear that was a button and add a tooltip location

* .

* Removed tooltip on manageArmor

* Fixes

* Fixed Downtime armor repair

* Removed ArmorScore from character data model and instead adding it in basePrep

* [Feature] ArmorEffect reworked into ChangeType on BaseEffect (#1739)

* Initial

* .

* Single armor rework start

* More fixes

* Fixed DamageReductionDialog

* Removed last traces of ArmorEffect

* .

* Corrected the SRD to use base effects again

* Removed bare bones armor item

* [V14] Refactor ArmorChange schema and fix some bugs (#1742)

* Refactor ArmorChange schema and fix some bugs

* Add current back to schema

* Fixed so changing armor values and taking damage works again

* Fixed so that scrolltexts for armor changes work again

* Removed old marks on armor.system

* Restored damageReductionDialog armorScore.value

* Use toggle for css class addition/removal

* Fix armor change type choices

* Added ArmorChange DamageThresholds

---------

Co-authored-by: WBHarry <williambjrklund@gmail.com>

* [V14] Armor System ArmorScore (#1744)

* Readded so that armor items have their system defined armor instead of using an ActiveEffect

* Consolidate armor source retrieval

* Fix regression with updating armor when sources are disabled

* Simplify armor pip update

* Use helper in damage reduction dialog

* .

* Corrected SRD Armor Items

---------

Co-authored-by: Carlos Fernandez <cfern1990@gmail.com>

* Updated migrations

* Migrations are now not horrible =D

---------

Co-authored-by: Murilo Brito <dev.murilobrito@gmail.com>
Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com>
Co-authored-by: Carlos Fernandez <cfern1990@gmail.com>
2026-03-22 01:57:46 +01:00

243 lines
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import ActionSelectionDialog from '../applications/dialogs/actionSelectionDialog.mjs';
/**
* Override and extend the basic Item implementation.
* @extends {foundry.documents.Item}
*/
export default class DHItem extends foundry.documents.Item {
/** @inheritDoc */
prepareEmbeddedDocuments() {
super.prepareEmbeddedDocuments();
for (const action of this.system.actions ?? []) action.prepareData();
}
/** @inheritDoc */
getEmbeddedDocument(embeddedName, id, options) {
let doc;
switch (embeddedName) {
case 'Action':
doc = this.system.actions?.get(id);
if (!doc && this.system.attack?.id === id) doc = this.system.attack;
break;
default:
return super.getEmbeddedDocument(embeddedName, id, options);
}
if (options?.strict && !doc) {
throw new Error(`The key ${id} does not exist in the ${embeddedName} Collection`);
}
return doc;
}
static async createDocuments(sources, operation) {
// Ensure that items being created are valid to the actor its being added to
const actor = operation.parent;
sources = actor?.system?.isItemValid ? sources.filter(s => actor.system.isItemValid(s)) : sources;
return super.createDocuments(sources, operation);
}
/* -------------------------------------------- */
/** @inheritDoc */
static migrateData(source) {
if (source.system?.attack && !source.system.attack.type) source.system.attack.type = 'attack';
return super.migrateData(source);
}
/**
* @inheritdoc
* @param {object} options - Options which modify the getRollData method.
* @returns
*/
getRollData(options = {}) {
let data;
if (this.system.getRollData) data = this.system.getRollData(options);
else {
const actorRollData = this.actor?.getRollData(options) ?? {};
data = { ...actorRollData, item: { ...this.system } };
}
if (data?.item) {
data.item.flags = { ...this.flags };
data.item.name = this.name;
}
return data;
}
/**
* Determine if this item is classified as an inventory item based on its metadata.
* @returns {boolean} Returns `true` if the item is an inventory item.
*/
get isInventoryItem() {
return this.system.metadata.isInventoryItem ?? false;
}
/** @inheritdoc */
static async createDialog(data = {}, createOptions = {}, options = {}) {
const { folders, types, template, context = {}, ...dialogOptions } = options;
if (types?.length === 0) {
throw new Error('The array of sub-types to restrict to must not be empty.');
}
const documentTypes = this.TYPES.filter(type => type !== 'base' && (!types || types.includes(type))).map(
type => {
const labelKey = CONFIG.Item?.typeLabels?.[type];
const label = labelKey && game.i18n.has(labelKey) ? game.i18n.localize(labelKey) : type;
const isInventoryItem = CONFIG.Item.dataModels[type]?.metadata?.isInventoryItem;
const group =
isInventoryItem === true
? 'Inventory Items' //TODO localize
: isInventoryItem === false
? 'Character Items' //TODO localize
: 'Other'; //TODO localize
return { value: type, label, group };
}
);
if (!documentTypes.length) {
throw new Error('No document types were permitted to be created.'); //TODO localize
}
const sortedTypes = documentTypes.sort((a, b) => a.label.localeCompare(b.label, game.i18n.lang));
return await super.createDialog(data, createOptions, {
folders,
types,
template,
context: { types: sortedTypes, ...context },
...dialogOptions
});
}
/* -------------------------------------------- */
/**
* Generate an array of localized tag.
* @returns {string[]} An array of localized tag strings.
*/
_getTags() {
const tags = [];
if (this.system._getTags) tags.push(...this.system._getTags());
return tags;
}
/**
* Generate a localized label array for this item.
* @returns {(string | { value: string, icons: string[] })[]} An array of localized strings and damage label objects.
*/
_getLabels() {
const labels = [];
if (this.system._getLabels) labels.push(...this.system._getLabels());
return labels;
}
/* -------------------------------------------- */
/**@inheritdoc */
static getDefaultArtwork(itemData) {
const { type } = itemData;
const Model = CONFIG.Item.dataModels[type];
const img = Model.DEFAULT_ICON ?? this.DEFAULT_ICON;
return { img };
}
/* -------------------------------------------- */
async use(event) {
/* DomainCard check. Can be expanded or made neater */
if (this.system.isDomainTouchedSuppressed) {
return ui.notifications.warn(
game.i18n.format('DAGGERHEART.UI.Notifications.domainTouchRequirement', {
nr: this.domainTouched,
domain: game.i18n.localize(CONFIG.DH.DOMAIN.allDomains()[this.domain].label)
})
);
}
const actions = new Set(this.system.actionsList);
if (actions?.size) {
let action = actions.first();
if (actions.size > 1 && !event?.shiftKey) {
// Actions Choice Dialog
action = await ActionSelectionDialog.create(this, event);
}
if (action) return action.use(event);
}
}
/**
* Create a new ChatMessage to display this documents data
* @param {String} origin - uuid of a document. TODO: This needs to be reviewed.
*/
async toChat(origin) {
/**@type {foundry.documents.ChatMessage} */
const cls = getDocumentClass('ChatMessage');
const item = await foundry.utils.fromUuid(origin);
const systemData = {
origin: origin,
img: this.img,
item: {
name: this.name,
img: this.img,
tags: this._getTags()
},
actions: item.system.actionsList,
description: await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.system.description, {
relativeTo: this.parent,
rollData: this.parent?.getRollData() ?? {}
})
};
const msg = {
type: 'abilityUse',
user: game.user.id,
actor: item.parent,
speaker: cls.getSpeaker(),
system: systemData,
title: game.i18n.localize('DAGGERHEART.ACTIONS.Config.displayInChat'),
content: await foundry.applications.handlebars.renderTemplate(
'systems/daggerheart/templates/ui/chat/ability-use.hbs',
systemData
),
flags: {
daggerheart: {
cssClass: 'dh-chat-message dh-style'
}
}
};
cls.create(msg);
}
deleteTriggers() {
const actions = Array.from(this.system.actions ?? []);
if (!actions.length) return;
const triggerKeys = actions.flatMap(action => action.triggers.map(x => x.trigger));
game.system.registeredTriggers.unregisterTriggers(triggerKeys, this.uuid);
if (this.actor && !(this.actor.parent instanceof game.system.api.documents.DhToken)) {
for (const token of this.actor.getActiveTokens()) {
game.system.registeredTriggers.unregisterTriggers(triggerKeys, `${token.document.uuid}.${this.uuid}`);
}
}
}
async _preDelete() {
this.deleteTriggers();
}
/** @inheritDoc */
static migrateData(source) {
const documentClass = game.system.api.data.items[`DH${source.type?.capitalize()}`];
if (documentClass?.migrateDocumentData) {
documentClass.migrateDocumentData(source);
}
return super.migrateData(source);
}
}