Update to new data bindings, everythings an interface now.
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parent
78be1c2370
commit
9385917edd
6 changed files with 40 additions and 50 deletions
2
package-lock.json
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2
package-lock.json
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@ -2678,7 +2678,7 @@
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}
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}
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},
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},
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"foundry-pc-types": {
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"foundry-pc-types": {
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"version": "git+https://git.f3l.de/dungeonslayers/foundry-pc-types.git#a94b1270e74d5e139c7c5d361764d9b0bc505c6f",
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"version": "git+https://git.f3l.de/dungeonslayers/foundry-pc-types.git#211c36bdde13400f02421dc0f911b255767dac76",
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"from": "git+https://git.f3l.de/dungeonslayers/foundry-pc-types.git#f3l-fixes",
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"from": "git+https://git.f3l.de/dungeonslayers/foundry-pc-types.git#f3l-fixes",
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"dev": true,
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"dev": true,
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"requires": {
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"requires": {
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@ -1,26 +1,26 @@
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export type DS4ActorDataType = EntityData<DS4ActorData>;
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export interface DS4ActorDataType {
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attributes: DS4ActorDataAttributes;
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// TODO: Actually add a type for data
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traits: DS4ActorDataTraits;
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export class DS4ActorData {
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public attributes: DS4ActorDataAttributes;
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public traits: DS4ActorDataTraits;
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}
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}
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class DS4ActorDataAttributes {
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interface DS4ActorDataAttributes {
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public body: ExpandableAttribute<number>;
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body: BodyAttribute;
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public mobility: ExpandableAttribute<number>;
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mobility: ExtensibleData<number>;
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public mind: ExpandableAttribute<number>;
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mind: ExtensibleData<number>;
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}
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}
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class ExpandableAttribute<T extends any> {
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interface ExtensibleData<T extends any> {
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public initial: T;
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initial: T;
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}
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}
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class DS4ActorDataTraits {
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// Blueprint in case we need more detailed differentiation
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public strength: ExpandableAttribute<number>;
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type BodyAttribute = ExtensibleData<number>;
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public constitution: ExpandableAttribute<number>;
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public agility: ExpandableAttribute<number>;
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interface DS4ActorDataTraits {
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public dexterity: ExpandableAttribute<number>;
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strength: ExtensibleData<number>;
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public intellect: ExpandableAttribute<number>;
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constitution: ExtensibleData<number>;
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public aura: ExpandableAttribute<number>;
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agility: ExtensibleData<number>;
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dexterity: ExtensibleData<number>;
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intellect: ExtensibleData<number>;
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aura: ExtensibleData<number>;
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}
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}
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@ -19,18 +19,6 @@ export class DS4ActorSheet extends ActorSheet<DS4ActorDataType, DS4Actor> {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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/** @override */
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getData(): ActorSheetData<DS4ActorDataType> {
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const data = super.getData();
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const checkboxTypes = [typeof String, typeof Number, typeof Boolean];
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console.log(data.data["attributes"]);
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for (const attr of Object.values(data.data["attributes"])) {
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attr["isCheckbox"] = attr["dtype"] === "Boolean";
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}
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console.log(data);
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return data;
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}
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/** @override */
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/** @override */
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activateListeners(html: JQuery): void {
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activateListeners(html: JQuery): void {
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super.activateListeners(html);
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super.activateListeners(html);
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@ -39,17 +27,17 @@ export class DS4ActorSheet extends ActorSheet<DS4ActorDataType, DS4Actor> {
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if (!this.options.editable) return;
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if (!this.options.editable) return;
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// Add Inventory Item
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// Add Inventory Item
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html.find(".item-create").click(this._onItemCreate.bind(this));
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html.find(".item-create").on("click", this._onItemCreate.bind(this));
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// Update Inventory Item
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// Update Inventory Item
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html.find(".item-edit").click((ev) => {
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html.find(".item-edit").on("click", (ev) => {
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const li = $(ev.currentTarget).parents(".item");
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const li = $(ev.currentTarget).parents(".item");
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const item = this.actor.getOwnedItem(li.data("itemId"));
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const item = this.actor.getOwnedItem(li.data("itemId"));
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item.sheet.render(true);
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item.sheet.render(true);
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});
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});
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// Delete Inventory Item
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// Delete Inventory Item
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html.find(".item-delete").click((ev) => {
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html.find(".item-delete").on("clock", (ev) => {
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const li = $(ev.currentTarget).parents(".item");
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const li = $(ev.currentTarget).parents(".item");
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this.actor.deleteOwnedItem(li.data("itemId"));
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this.actor.deleteOwnedItem(li.data("itemId"));
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li.slideUp(200, () => this.render(false));
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li.slideUp(200, () => this.render(false));
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@ -66,7 +54,7 @@ export class DS4ActorSheet extends ActorSheet<DS4ActorDataType, DS4Actor> {
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* @param {Event} event The originating click event
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* @param {Event} event The originating click event
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* @private
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* @private
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*/
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*/
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_onItemCreate(event: JQuery.ClickEvent): Promise<Item> {
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private _onItemCreate(event: JQuery.ClickEvent): Promise<Item> {
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event.preventDefault();
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event.preventDefault();
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const header = event.currentTarget;
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const header = event.currentTarget;
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// Get the type of item to create.
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// Get the type of item to create.
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@ -93,7 +81,7 @@ export class DS4ActorSheet extends ActorSheet<DS4ActorDataType, DS4Actor> {
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* @param {Event} event The originating click event
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* @param {Event} event The originating click event
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* @private
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* @private
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*/
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*/
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_onRoll(event: JQuery.ClickEvent): void {
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private _onRoll(event: JQuery.ClickEvent): void {
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event.preventDefault();
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event.preventDefault();
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const element = event.currentTarget;
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const element = event.currentTarget;
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const dataset = element.dataset;
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const dataset = element.dataset;
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@ -1,4 +1,4 @@
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import { DS4ActorData, DS4ActorDataType } from "./actor-data";
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import { DS4ActorDataType } from "./actor-data";
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/**
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/**
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* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
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* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
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@ -11,10 +11,9 @@ export class DS4Actor extends Actor<DS4ActorDataType> {
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this._prepareCombatValues(data);
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this._prepareCombatValues(data);
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}
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}
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_prepareCombatValues(data: ActorData<DS4ActorDataType>): void {
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private _prepareCombatValues(data: ActorData<DS4ActorDataType>): void {
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const hitPointsModifier = getProperty(data, "data.combatValues.hitPoints.modifier") || 0;
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const hitPointsModifier = getProperty(data, "data.combatValues.hitPoints.modifier") || 0;
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// data.data seems to get initialized with the enitity's data
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const actorData = data.data;
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const actorData = (data.data as unknown) as DS4ActorData;
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setProperty(
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setProperty(
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data,
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data,
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"data.combatValues.hitPoints.max",
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"data.combatValues.hitPoints.max",
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@ -32,7 +31,7 @@ export class DS4Actor extends Actor<DS4ActorDataType> {
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);
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);
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}
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}
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_getArmorValue(): number {
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private _getArmorValue(): number {
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return this.data["items"]
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return this.data["items"]
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.filter((item) => ["armor", "shield"].includes(item.type))
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.filter((item) => ["armor", "shield"].includes(item.type))
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.filter((item) => item.data.equipped)
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.filter((item) => item.data.equipped)
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@ -18,8 +18,8 @@ Hooks.once("init", async function () {
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CONFIG.DS4 = DS4;
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CONFIG.DS4 = DS4;
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// Define custom Entity classes
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// Define custom Entity classes
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CONFIG.Actor.entityClass = DS4Actor as typeof Actor; // TODO: Can we remove the casts?
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CONFIG.Actor.entityClass = DS4Actor as typeof Actor;
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CONFIG.Item.entityClass = DS4Item as typeof Item; // TODO: Can we remove the casts?
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CONFIG.Item.entityClass = DS4Item as typeof Item;
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// Register sheet application classes
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// Register sheet application classes
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Actors.unregisterSheet("core", ActorSheet);
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Actors.unregisterSheet("core", ActorSheet);
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@ -1,4 +1,3 @@
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import { DS4ActorDataType } from "../actor/actor-data";
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import { DS4Item } from "./item";
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import { DS4Item } from "./item";
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import { DS4ItemDataType } from "./item-data";
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import { DS4ItemDataType } from "./item-data";
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@ -26,7 +25,7 @@ export class DS4ItemSheet extends ItemSheet<DS4ItemDataType, DS4Item> {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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/** @override */
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/** @override */
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getData(): ItemSheetData<DS4ItemDataType> {
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getData(): ItemSheetData<DS4ItemDataType, DS4Item> {
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const data = { ...super.getData(), config: CONFIG.DS4 };
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const data = { ...super.getData(), config: CONFIG.DS4 };
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console.log(data);
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console.log(data);
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return data;
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return data;
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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/** @override */
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/** @override */
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setPosition(options = {}): unknown {
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setPosition(options: ApplicationPosition = {}): ApplicationPosition {
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const position = super.setPosition(options);
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const position = super.setPosition(options);
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const sheetBody = (this.element as JQuery).find(".sheet-body"); // TODO: Why is the cast necessary?
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if ("find" in this.element) {
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const bodyHeight = position.height - 192;
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const sheetBody = this.element.find(".sheet");
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sheetBody.css("height", bodyHeight);
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const bodyHeight = position.height - 192;
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sheetBody.css("height", bodyHeight);
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} else {
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console.log("Failure setting position.");
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}
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return position;
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return position;
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}
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}
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