Merge branch '009-templateTypes' into 'master'
Resolve "Prepare template types" Closes #9 See merge request dungeonslayers/ds4!1
This commit is contained in:
commit
b95514bcdb
7 changed files with 57 additions and 44 deletions
2
package-lock.json
generated
2
package-lock.json
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@ -2678,7 +2678,7 @@
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}
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},
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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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"dev": true,
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"requires": {
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@ -1,2 +1,26 @@
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// TODO: Actually add a type for data
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export type DS4ActorDataType = unknown;
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export interface DS4ActorDataType {
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attributes: DS4ActorDataAttributes;
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traits: DS4ActorDataTraits;
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}
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interface DS4ActorDataAttributes {
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body: BodyAttribute;
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mobility: ExtensibleData<number>;
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mind: ExtensibleData<number>;
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}
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interface ExtensibleData<T extends any> {
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initial: T;
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}
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// Blueprint in case we need more detailed differentiation
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type BodyAttribute = ExtensibleData<number>;
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interface DS4ActorDataTraits {
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strength: ExtensibleData<number>;
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constitution: ExtensibleData<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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@ -19,18 +19,6 @@ export class DS4ActorSheet extends ActorSheet<DS4ActorDataType, DS4Actor> {
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/* -------------------------------------------- */
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/** @override */
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getData(): ActorSheetData<DS4ActorDataType> {
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// TODO: replace ["..."] access with .
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const data = super.getData();
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data["dtypes"] = ["String", "Number", "Boolean"];
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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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activateListeners(html: JQuery): void {
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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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// 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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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 item = this.actor.getOwnedItem(li.data("itemId"));
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item.sheet.render(true);
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});
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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("click", (ev) => {
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const li = $(ev.currentTarget).parents(".item");
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this.actor.deleteOwnedItem(li.data("itemId"));
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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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* @private
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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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const header = event.currentTarget;
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// Get the type of item to create.
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@ -93,13 +81,13 @@ export class DS4ActorSheet extends ActorSheet<DS4ActorDataType, DS4Actor> {
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* @param {Event} event The originating click event
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* @private
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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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const element = event.currentTarget;
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const dataset = element.dataset;
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if (dataset.roll) {
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const roll = new Roll(dataset.roll, this.actor.data.data as Record<string, unknown>);
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const roll = new Roll(dataset.roll, this.actor.data.data);
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const label = dataset.label ? `Rolling ${dataset.label}` : "";
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roll.roll().toMessage({
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speaker: ChatMessage.getSpeaker({ actor: this.actor }),
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@ -11,29 +11,27 @@ export class DS4Actor extends Actor<DS4ActorDataType> {
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this._prepareCombatValues(data);
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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 actorData = data.data;
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setProperty(
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data,
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"data.combatValues.hitPoints.max",
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data.data["attributes"]["body"].initial + // TODO: replace ["..."]
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data.data["traits"]["constitution"].initial + // TODO: replace ["..."]
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10 +
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hitPointsModifier,
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actorData.attributes.body.initial + actorData.traits.constitution.initial + 10 + hitPointsModifier,
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);
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const defenseModifier = getProperty(data, "data.combatValues.defense.modifier") || 0;
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setProperty(
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data,
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"data.combatValues.defense.value",
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data.data["attributes"]["body"].initial + // TODO: replace ["..."]
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data.data["traits"]["constitution"].initial + // TODO: replace ["..."]
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actorData.attributes.body.initial +
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actorData.traits.constitution.initial +
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this._getArmorValue() +
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defenseModifier,
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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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.filter((item) => ["armor", "shield"].includes(item.type))
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.filter((item) => item.data.equipped)
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@ -1,11 +1,11 @@
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export const DS4 = {
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// ASCII Artwork
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ASCII: `_____________________________________________________________________________________________
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ASCII: String.raw`_____________________________________________________________________________________________
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____ _ _ _ _ ____ _____ ___ _ _ ____ _ _ __ _______ ____ ____ _ _
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| _ \\| | | | \\ | |/ ___| ____/ _ \\| \\ | / ___|| | / \\\\ \\ / / ____| _ \\/ ___| | || |
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| | | | | | | \\| | | _| _|| | | | \\| \\___ \\| | / _ \\\\ V /| _| | |_) \\___ \\ | || |_
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| |_| | |_| | |\\ | |_| | |__| |_| | |\\ |___) | |___ / ___ \\| | | |___| _ < ___) | |__ _|
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|____/ \\___/|_| \\_|\\____|_____\\___/|_| \\_|____/|_____/_/ \\_\\_| |_____|_| \\_\\____/ |_|
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| _ \| | | | \ | |/ ___| ____/ _ \| \ | / ___|| | / \\ \ / / ____| _ \/ ___| | || |
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| | | | | | | \| | | _| _|| | | | \| \___ \| | / _ \\ V /| _| | |_) \___ \ | || |_
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| |_| | |_| | |\ | |_| | |__| |_| | |\ |___) | |___ / ___ \| | | |___| _ < ___) | |__ _|
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|____/ \___/|_| \_|\____|_____\___/|_| \_|____/|_____/_/ \_\_| |_____|_| \_\____/ |_|
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=============================================================================================`,
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/**
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@ -18,8 +18,8 @@ Hooks.once("init", async function () {
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CONFIG.DS4 = DS4;
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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.Item.entityClass = DS4Item as typeof Item; // 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;
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// Register sheet application classes
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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 { DS4ItemDataType } from "./item-data";
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* Extend the basic ItemSheet with some very simple modifications
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* @extends {ItemSheet}
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*/
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export class DS4ItemSheet extends ItemSheet<DS4ActorDataType, DS4Item> {
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export class DS4ItemSheet extends ItemSheet<DS4ItemDataType, DS4Item> {
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/** @override */
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static get defaultOptions(): FormApplicationOptions {
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return mergeObject(super.defaultOptions, {
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/* -------------------------------------------- */
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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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console.log(data);
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return data;
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/* -------------------------------------------- */
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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 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 sheetBody = this.element.find(".sheet-body");
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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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}
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