/** * A simple and flexible system for world-building using an arbitrary collection of character and item attributes * Author: Atropos * Software License: GNU GPLv3 */ // Import Modules import { SimpleActor } from "./actor.js"; import { SimpleItemSheet } from "./item-sheet.js"; import { SimpleActorSheet } from "./actor-sheet.js"; import { preloadHandlebarsTemplates } from "./templates.js"; import { createWorldbuildingMacro } from "./macro.js"; /* -------------------------------------------- */ /* Foundry VTT Initialization */ /* -------------------------------------------- */ /** * Init hook. */ Hooks.once("init", async function() { console.log(`Initializing Simple Worldbuilding System`); /** * Set an initiative formula for the system. This will be updated later. * @type {String} */ CONFIG.Combat.initiative = { formula: "1d20", decimals: 2 }; game.worldbuilding = { SimpleActor, createWorldbuildingMacro }; // Define custom Entity classes CONFIG.Actor.entityClass = SimpleActor; // Register sheet application classes Actors.unregisterSheet("core", ActorSheet); Actors.registerSheet("worldbuilding", SimpleActorSheet, { makeDefault: true }); Items.unregisterSheet("core", ItemSheet); Items.registerSheet("worldbuilding", SimpleItemSheet, { makeDefault: true }); // Register system settings game.settings.register("worldbuilding", "macroShorthand", { name: "SETTINGS.SimpleMacroShorthandN", hint: "SETTINGS.SimpleMacroShorthandL", scope: "world", type: Boolean, default: true, config: true }); // Register initiative setting. game.settings.register("worldbuilding", "initFormula", { name: "SETTINGS.SimpleInitFormulaN", hint: "SETTINGS.SimpleInitFormulaL", scope: "world", type: String, default: "1d20", config: true, onChange: formula => _simpleUpdateInit(formula, true) }); // Retrieve and assign the initiative formula setting. const initFormula = game.settings.get("worldbuilding", "initFormula"); _simpleUpdateInit(initFormula); /** * Update the initiative formula. * @param {string} formula - Dice formula to evaluate. * @param {boolean} notify - Whether or not to post nofications. */ function _simpleUpdateInit(formula, notify = false) { // If the formula is valid, use it. try { new Roll(formula).roll(); CONFIG.Combat.initiative.formula = formula; if (notify) { ui.notifications.notify(game.i18n.localize("SIMPLE.NotifyInitFormulaUpdated") + ` ${formula}`); } } // Otherwise, fall back to a d20. catch (error) { CONFIG.Combat.initiative.formula = "1d20"; if (notify) { ui.notifications.error(game.i18n.localize("SIMPLE.NotifyInitFormulaInvalid") + ` ${formula}`); } } } /** * Slugify a string. */ Handlebars.registerHelper('slugify', function(value) { return value.slugify({strict: true}); }); // Preload template partials. preloadHandlebarsTemplates(); }); /** * Macrobar hook. */ Hooks.on("hotbarDrop", (bar, data, slot) => createWorldbuildingMacro(data, slot)); /** * Adds the actor template context menu. */ Hooks.on("getActorDirectoryEntryContext", (html, options) => { // Define an actor as a template. options.push({ name: game.i18n.localize("SIMPLE.DefineTemplate"), icon: '', condition: li => { const actor = game.actors.get(li.data("entityId")); return !actor.getFlag("worldbuilding", "isTemplate"); }, callback: li => { const actor = game.actors.get(li.data("entityId")); actor.setFlag("worldbuilding", "isTemplate", true); } }); // Undefine an actor as a template. options.push({ name: game.i18n.localize("SIMPLE.UnsetTemplate"), icon: '', condition: li => { const actor = game.actors.get(li.data("entityId")); return actor.getFlag("worldbuilding", "isTemplate"); }, callback: li => { const actor = game.actors.get(li.data("entityId")); actor.setFlag("worldbuilding", "isTemplate", false); } }); }); /** * Adds the item template context menu. */ Hooks.on("getItemDirectoryEntryContext", (html, options) => { // Define an item as a template. options.push({ name: game.i18n.localize("SIMPLE.DefineTemplate"), icon: '', condition: li => { const item = game.items.get(li.data("entityId")); return !item.getFlag("worldbuilding", "isTemplate"); }, callback: li => { const item = game.items.get(li.data("entityId")); item.setFlag("worldbuilding", "isTemplate", true); } }); // Undefine an item as a template. options.push({ name: game.i18n.localize("SIMPLE.UnsetTemplate"), icon: '', condition: li => { const item = game.items.get(li.data("entityId")); return item.getFlag("worldbuilding", "isTemplate"); }, callback: li => { const item = game.items.get(li.data("entityId")); item.setFlag("worldbuilding", "isTemplate", false); } }); }); async function _onCreateEntity(event) { event.preventDefault(); event.stopPropagation(); return _simpleDirectoryTemplates(this, event); } ActorDirectory.prototype._onCreateEntity = _onCreateEntity; // For 0.7.x+ ItemDirectory.prototype._onCreateEntity = _onCreateEntity; ActorDirectory.prototype._onCreate = _onCreateEntity; // TODO: for 0.6.6 ItemDirectory.prototype._onCreate = _onCreateEntity; /** * Display the entity template dialog. * * Helper function to display a dialog if there are multiple template types defined for the entity type. * TODO: Refactor in 0.7.x to play more nicely with the Entity.createDialog method *1 * @param {EntityCollection} entityType - The sidebar tab * @param {MouseEvent} event - Triggering event */ async function _simpleDirectoryTemplates(collection, event) { // Retrieve the collection and find any available templates const entityCollection = collection.tabName === "actors" ? game.actors : game.items; const cls = collection.tabName === "actors" ? Actor : Item; let templates = entityCollection.filter(a => a.getFlag("worldbuilding", "isTemplate")); let ent = game.i18n.localize(cls.config.label); // Setup default creation data let type = collection.tabName === "actors" ? 'character' : 'item'; let createData = { name: `${game.i18n.localize("SIMPLE.New")} ${ent}`, type: type, folder: event.currentTarget.dataset.folder }; if ( !templates.length ) return cls.create(createData, {renderSheet: true}); // Build an array of types for the form, including an empty default. let types = [{ value: null, label: game.i18n.localize("SIMPLE.NoTemplate") }].concat(templates.map(a => { return { value: a.id, label: a.name } })); // Render the confirmation dialog window const templateData = {upper: ent, lower: ent.toLowerCase(), types: types}; const dlg = await renderTemplate(`systems/worldbuilding/templates/sidebar/entity-create.html`, templateData); return Dialog.confirm({ title: `${game.i18n.localize("SIMPLE.Create")} ${createData.name}`, content: dlg, yes: html => { const form = html[0].querySelector("form"); const template = entityCollection.get(form.type.value); if ( template ) { createData = mergeObject(template.data, createData, {inplace: false}); createData.type = template.data.type; delete createData.flags.worldbuilding.isTemplate; } createData.name = form.name.value; return cls.create(createData, {renderSheet: true}); }, no: () => {}, defaultYes: false }); }