worldbuilding/module/simple.js
Matt Smith f69e3841ff 10: Add attribute groups base implementation
- Added support for attribute groups
- Added rollable buttons to formula attributes
- Added additional i18n translation strings
2020-09-28 15:54:14 +00:00

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8.4 KiB
JavaScript

/**
* 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, rollAttrMacro } 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,
rollAttrMacro,
};
// 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: '<i class="fas fa-stamp"></i>',
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: '<i class="fas fa-times"></i>',
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: '<i class="fas fa-stamp"></i>',
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: '<i class="fas fa-times"></i>',
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);
}
});
});
/**
* Adds the actor template selection dialog.
*/
ActorDirectory.prototype._onCreate = async (event) => {
// Do not allow the creation event to bubble to other listeners
event.preventDefault();
event.stopPropagation();
_simpleDirectoryTemplates('actor');
}
/**
* Adds the item template selection dialog.
*/
ItemDirectory.prototype._onCreate = async (event) => {
// Do not allow the creation event to bubble to other listeners
event.preventDefault();
event.stopPropagation();
_simpleDirectoryTemplates('item');
}
/**
* Display the entity template dialog.
*
* Helper function to display a dialog if there are multiple template types
* defined for the entity type.
*
* @param {string} entityType - 'actor' or 'item'
*/
async function _simpleDirectoryTemplates(entityType = 'actor') {
// Retrieve the collection and class.
const entityCollection = entityType == 'actor' ? game.actors : game.items;
const cls = entityType == 'actor' ? Actor : Item;
// Query for all entities of this type using the "isTemplate" flag.
let entities = entityCollection.filter(a => a.data.flags?.worldbuilding?.isTemplate === true);
// Initialize variables related to the entity class.
let ent = game.i18n.localize(cls.config.label);
// Setup entity data.
let type = entityType == 'actor' ? 'character' : 'item';
let createData = {
name: `${game.i18n.localize("SIMPLE.New")} ${ent}`,
type: type,
folder: event.currentTarget.dataset.folder
};
// If there's more than one entity template type, create a form.
if (entities.length > 0) {
// Build an array of types for the form, including an empty default.
let types = [{
value: null,
label: game.i18n.localize("SIMPLE.NoTemplate")
}];
// Append each of the user-defined actor/item types.
types = types.concat(entities.map(a => {
return {
value: a.data.name,
label: a.data.name
}
}));
// Render the entity creation form
let templateData = {upper: ent, lower: ent.toLowerCase(), types: types},
dlg = await renderTemplate(`systems/worldbuilding/templates/sidebar/entity-create.html`, templateData);
// Render the confirmation dialog window
Dialog.confirm({
title: `${game.i18n.localize("SIMPLE.Create")} ${createData.name}`,
content: dlg,
yes: html => {
// Get the form data.
const form = html[0].querySelector("form");
mergeObject(createData, validateForm(form));
// Store the type and name values, and retrieve the template entity.
let templateActor = entityCollection.getName(createData.type);
// If there's a template entity, handle the data.
if (templateActor) {
// Update the object with the existing template's values.
createData = mergeObject(templateActor.data, createData, {inplace: false});
createData.type = templateActor.data.type;
// Clear the flag so that this doesn't become a new template.
delete createData.flags.worldbuilding.isTemplate;
}
// Otherwise, restore to a valid entity type (character/item).
else {
createData.type = type;
}
cls.create(createData, {renderSheet: true});
},
no: () => {},
defaultYes: false
});
}
// Otherwise, just create a blank entity.
else {
cls.create(createData, {renderSheet: true});
}
}