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foundryvtt-beam-saber/module/effects.js

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2021-06-10 22:57:01 +00:00
/**
* Manage Active Effect instances through the Actor Sheet via effect control buttons.
* @param {MouseEvent} event The left-click event on the effect control
* @param {Actor|Item} owner The owning entity which manages this effect
*/
export function onManageActiveEffect(event, owner) {
event.preventDefault();
const a = event.currentTarget;
const selector = a.closest("tr");
const effect = selector.dataset.effectId ? owner.effects.get(selector.dataset.effectId) : null;
switch ( a.dataset.action ) {
case "create":
return owner.createEmbeddedDocuments("ActiveEffect", [{
label: "New Effect",
icon: "systems/blades-in-the-dark/styles/assets/icons/Icon.3_13.png",
origin: owner.uuid,
"duration.rounds": selector.dataset.effectType === "temporary" ? 1 : undefined,
disabled: selector.dataset.effectType === "inactive"
}]);
case "edit":
return effect.sheet.render(true);
case "delete":
console.log("delete effect");
return effect.delete();
case "toggle":
return effect.update({disabled: !effect.data.disabled});
}
}
/**
* Prepare the data structure for Active Effects which are currently applied to an Actor or Item.
* @param {ActiveEffect[]} effects The array of Active Effect instances to prepare sheet data for
* @return {object} Data for rendering
*/
export function prepareActiveEffectCategories(effects) {
// Define effect header categories
const categories = {
temporary: {
type: "temporary",
label: "Temporary Effects",
effects: []
},
passive: {
type: "passive",
label: "Passive Effects",
effects: []
},
inactive: {
type: "inactive",
label: "Inactive Effects",
effects: []
}
};
// Iterate over active effects, classifying them into categories
for ( let e of effects ) {
e._getSourceName(); // Trigger a lookup for the source name
if ( e.data.disabled ) categories.inactive.effects.push(e);
else if ( e.isTemporary ) categories.temporary.effects.push(e);
else categories.passive.effects.push(e);
}
return categories;
}