862de62713
* Updates for 0.8.x Updates for 0.8.x * Fix issue #120 (Load dropdown) * Fix issue #122 (Faction tracker labels) * Actually fix issue #124 (all rolls labeled as Resolve)
222 lines
6.1 KiB
JavaScript
222 lines
6.1 KiB
JavaScript
export class BladesHelpers {
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/**
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* Identifies duplicate items by type and returns a array of item ids to remove
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*
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* @param {Object} item_data
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* @param {Document} actor
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* @returns {Array}
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*
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*/
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static removeDuplicatedItemType(item_data, actor) {
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let dupe_list = [];
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let distinct_types = ["crew_reputation", "class", "vice", "background", "heritage"];
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let allowed_types = ["item"];
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let should_be_distinct = distinct_types.includes(item_data.type);
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// If the Item has the exact same name - remove it from list.
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// Remove Duplicate items from the array.
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actor.items.forEach( i => {
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let has_double = (item_data.type === i.data.type);
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if ( ( ( i.name === item_data.name ) || ( should_be_distinct && has_double ) ) && !( allowed_types.includes( item_data.type ) ) && ( item_data._id !== i.id ) ) {
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dupe_list.push (i.id);
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}
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});
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return dupe_list;
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}
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/**
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* Add item modification if logic exists.
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* @param {Object} item_data
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* @param {Document} entity
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*/
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static async callItemLogic(item_data, entity) {
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if ('logic' in item_data.data && item_data.data.logic !== '') {
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let logic = JSON.parse(item_data.data.logic);
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// Should be an array to support multiple expressions
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if (!Array.isArray(logic)) {
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logic = [logic];
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}
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if (logic) {
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let logic_update = { "_id": entity.id };
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logic.forEach(expression => {
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// Different logic behav. dep on operator.
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switch (expression.operator) {
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// Add when creating.
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case "addition":
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foundry.utils.mergeObject(
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logic_update,
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{[expression.attribute]: Number(BladesHelpers.getNestedProperty(entity, prefix + expression.attribute)) + expression.value},
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{insertKeys: true}
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);
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break;
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// Change name property.
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case "attribute_change":
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foundry.utils.mergeObject(
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logic_update,
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{[expression.attribute]: expression.value},
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{insertKeys: true}
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);
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break;
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}
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});
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await Actor.updateDocuments( logic_update );
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}
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}
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}
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/**
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* Undo Item modifications when item is removed.
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* @todo
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* - Remove all items and then Add them back to
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* sustain the logic mods
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* @param {Object} item_data
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* @param {Document} entity
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*/
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static async undoItemLogic(item_data, entity) {
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if ('logic' in item_data.data && item_data.data.logic !== '') {
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let logic = JSON.parse(item_data.data.logic)
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// Should be an array to support multiple expressions
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if (!Array.isArray(logic)) {
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logic = [logic];
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}
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if (logic) {
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let logic_update = { "_id": entity.id };
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var entity_data = entity.data;
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logic.forEach(expression => {
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// Different logic behav. dep on operator.
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switch (expression.operator) {
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// Subtract when removing.
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case "addition":
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foundry.utils.mergeObject(
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logic_update,
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{[expression.attribute]: Number(BladesHelpers.getNestedProperty(entity, expression.attribute)) - expression.value},
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{insertKeys: true}
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);
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break;
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// Change name back to default.
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case "attribute_change":
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// Get the array path to take data.
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let default_expression_attribute_path = expression.attribute + '_default';
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let default_name = default_expression_attribute_path.split(".").reduce((o, i) => o[i], entity_data);
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foundry.utils.mergeObject(
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logic_update,
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{[expression.attribute]: default_name},
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{insertKeys: true}
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);
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break;
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}
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});
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await Actor.updateDocuments( logic_update );
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}
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}
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}
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/**
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* Get a nested dynamic attribute.
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* @param {Object} obj
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* @param {string} property
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*/
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static getNestedProperty(obj, property) {
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return property.split('.').reduce((r, e) => {
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return r[e];
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}, obj);
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}
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/**
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* Add item functionality
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*/
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static _addOwnedItem(event, actor) {
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event.preventDefault();
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const a = event.currentTarget;
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const item_type = a.dataset.itemType;
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let data = {
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name: randomID(),
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type: item_type
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};
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return actor.createEmbeddedDocuments("Item", [data]);
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}
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/**
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* Get the list of all available ingame items by Type.
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*
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* @param {string} item_type
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* @param {Object} game
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*/
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static async getAllItemsByType(item_type, game) {
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let list_of_items = [];
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let game_items = [];
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let compendium_items = [];
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game_items = game.items.filter(e => e.type === item_type).map(e => {return e.data});
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let pack = game.packs.find(e => e.metadata.name === item_type);
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let compendium_content = await pack.getDocuments();
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compendium_items = compendium_content.map(e => {return e.data});
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list_of_items = game_items.concat(compendium_items);
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return list_of_items;
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}
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/* -------------------------------------------- */
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/**
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* Returns the label for attribute.
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*
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* @param {string} attribute_name
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* @returns {string}
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*/
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static getAttributeLabel(attribute_name) {
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let attribute_labels = {};
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const attributes = game.system.model.Actor.character.attributes;
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for (const att_name in attributes) {
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attribute_labels[att_name] = attributes[att_name].label;
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for (const skill_name in attributes[att_name].skills) {
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attribute_labels[skill_name] = attributes[att_name].skills[skill_name].label;
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}
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}
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return attribute_labels[attribute_name];
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}
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/**
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* Returns true if the attribute is an action
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*
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* @param {string} attribute_name
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* @returns {Boolean}
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*/
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static isAttributeAction(attribute_name) {
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const attributes = game.system.model.Actor.character.attributes;
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return !(attribute_name in attributes);
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}
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/* -------------------------------------------- */
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}
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