/** * 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; }