152 lines
3.9 KiB
JavaScript
152 lines
3.9 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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* 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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list_of_items.sort(function(a, b) {
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let nameA = a.name.toUpperCase();
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let nameB = b.name.toUpperCase();
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return nameA.localeCompare(nameB);
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});
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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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* Creates options for faction clocks.
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*
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* @param {int[]} sizes
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* array of possible clock sizes
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* @param {int} default_size
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* default clock size
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* @param {int} current_size
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* current clock size
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* @returns {string}
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* html-formatted option string
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*/
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static createListOfClockSizes( sizes, default_size, current_size ) {
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let text = ``;
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sizes.forEach( size => {
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text += `<option value="${size}"`;
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if ( !( current_size ) && ( size === default_size ) ) {
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text += ` selected`;
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} else if ( size === current_size ) {
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text += ` selected`;
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}
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text += `>${size}</option>`;
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});
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return text;
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}
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}
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