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* Organized language * Organized high level folders * Some deeper organization * More org. That's enough ._. * Capitalized initial system localization categories
141 lines
4.8 KiB
JavaScript
141 lines
4.8 KiB
JavaScript
/**
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* Override and extend the basic Item implementation.
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* @extends {foundry.documents.Item}
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*/
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export default class DHItem extends foundry.documents.Item {
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/** @inheritDoc */
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prepareEmbeddedDocuments() {
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super.prepareEmbeddedDocuments();
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for (const action of this.system.actions ?? []) action.prepareData();
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}
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/**
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* @inheritdoc
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* @param {object} options - Options which modify the getRollData method.
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* @returns
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*/
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getRollData(options = {}) {
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let data;
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if (this.system.getRollData) data = this.system.getRollData(options);
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else {
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const actorRollData = this.actor?.getRollData(options) ?? {};
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data = { ...actorRollData, item: { ...this.system } };
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}
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if (data?.item) {
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data.item.flags = { ...this.flags };
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data.item.name = this.name;
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}
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return data;
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}
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/**
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* Determine if this item is classified as an inventory item based on its metadata.
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* @returns {boolean} Returns `true` if the item is an inventory item.
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*/
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get isInventoryItem() {
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return this.system.constructor.metadata.isInventoryItem ?? false;
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}
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/** @inheritdoc */
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static async createDialog(data = {}, createOptions = {}, options = {}) {
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const { folders, types, template, context = {}, ...dialogOptions } = options;
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if (types?.length === 0) {
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throw new Error('The array of sub-types to restrict to must not be empty.');
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}
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const documentTypes = this.TYPES.filter(type => type !== 'base' && (!types || types.includes(type))).map(
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type => {
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const labelKey = CONFIG.Item?.typeLabels?.[type];
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const label = labelKey && game.i18n.has(labelKey) ? game.i18n.localize(labelKey) : type;
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const isInventoryItem = CONFIG.Item.dataModels[type]?.metadata?.isInventoryItem;
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const group =
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isInventoryItem === true
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? 'Inventory Items'
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: isInventoryItem === false
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? 'Character Items'
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: 'Other';
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return { value: type, label, group };
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}
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);
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if (!documentTypes.length) {
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throw new Error('No document types were permitted to be created.');
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}
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const sortedTypes = documentTypes.sort((a, b) => a.label.localeCompare(b.label, game.i18n.lang));
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return await super.createDialog(data, createOptions, {
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folders,
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types,
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template,
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context: { types: sortedTypes, ...context },
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...dialogOptions
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});
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}
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async selectActionDialog() {
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const content = await foundry.applications.handlebars.renderTemplate(
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'systems/daggerheart/templates/dialogs/actionSelect.hbs',
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{ actions: this.system.actions }
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),
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title = 'Select Action';
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return foundry.applications.api.DialogV2.prompt({
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window: { title },
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content,
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ok: {
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label: title,
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callback: (event, button, dialog) =>
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this.system.actions.find(a => a._id === button.form.elements.actionId.value)
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}
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});
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}
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async use(event) {
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const actions = this.system.actions;
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if (actions?.length) {
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let action = actions[0];
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if (actions.length > 1 && !event?.shiftKey) {
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// Actions Choice Dialog
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action = await this.selectActionDialog();
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}
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if (action) return action.use(event);
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}
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return this.toChat();
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}
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async toChat(origin) {
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const cls = getDocumentClass('ChatMessage');
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const systemData = {
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title:
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this.type === 'ancestry'
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? game.i18n.localize('DAGGERHEART.UI.Chat.foundationCard.ancestryTitle')
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: this.type === 'community'
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? game.i18n.localize('DAGGERHEART.UI.Chat.foundationCard.communityTitle')
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: this.type === 'feature'
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? game.i18n.localize('TYPES.Item.feature')
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: game.i18n.localize('DAGGERHEART.UI.Chat.foundationCard.subclassFeatureTitle'),
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origin: origin,
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img: this.img,
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name: this.name,
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description: this.system.description,
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actions: []
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};
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const msg = new cls({
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type: 'abilityUse',
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user: game.user.id,
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system: systemData,
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content: await foundry.applications.handlebars.renderTemplate(
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'systems/daggerheart/templates/ui/chat/ability-use.hbs',
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systemData
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)
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});
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cls.create(msg.toObject());
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}
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}
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