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dnd5e-custom-skills.js
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const MODULE_NAME = 'dnd5e-custom-skills';
Handlebars.registerHelper("csFormat", (path, ...args) => {
return game.i18n.format(path, args[0].hash);
});
Handlebars.registerHelper("inObject", (object, value) => {
if (typeof object != 'undefined')
return Object.values(object).includes(value)
return false;
});
let dndV3 = false;
var compareVersions = function (a, b) {
const versionA = a.split('.').map(Number);
const versionB = b.split('.').map(Number);
for (let i = 0; i < Math.max(versionA.length, versionB.length); i++) {
const numA = versionA[i] || 0;
const numB = versionB[i] || 0;
if (numA < numB) return -1;
if (numA > numB) return 1;
}
return 0;
}
/**
* ▄▀▀░█▒█░▄▀▀░▀█▀░▄▀▄░█▄▒▄█░░░▄▀▀░█▄▀░█░█▒░░█▒░░▄▀▀░░▒▄▀▄▒█▀▄▒█▀▄░█▒░░█░▄▀▀▒▄▀▄░▀█▀░█░▄▀▄░█▄░█░░░▄▀▀▒██▀░▀█▀░▀█▀░█░█▄░█░▄▀▒░▄▀▀░░▒█▀░▄▀▄▒█▀▄░█▄▒▄█
░* ▀▄▄░▀▄█▒▄██░▒█▒░▀▄▀░█▒▀▒█▒░▒▄██░█▒█░█▒█▄▄▒█▄▄▒▄██▒░░█▀█░█▀▒░█▀▒▒█▄▄░█░▀▄▄░█▀█░▒█▒░█░▀▄▀░█▒▀█▒░▒▄██░█▄▄░▒█▒░▒█▒░█░█▒▀█░▀▄█▒▄██▒░░█▀░▀▄▀░█▀▄░█▒▀▒█
*/
class CustomSkillsForm extends FormApplication {
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
title: game.i18n.localize(MODULE_NAME + '.form-title'),
id: 'skills-form',
template: `modules/${MODULE_NAME}/templates/skills-config.html`,
width: 700,
closeOnSubmit: false,
requiresReload: true
});
}
getData(options) {
let data = foundry.utils.mergeObject({
abilities: CONFIG.DND5E.abilities,
skills: CONFIG.DND5E.skills
},
this.reset ? foundry.utils.mergeObject(CustomSkills.defaultSettings, {
requireSave: true
}) : foundry.utils.mergeObject(CustomSkills.settings, {
requireSave: false
}));
this.reset = false;
return data;
}
onReset() {
this.reset = true;
game.settings.set(MODULE_NAME, 'settings', {});
ui.notifications.info(game.i18n.localize(MODULE_NAME + '.afterReset'));
this.render();
}
async _updateObject(event, formData) {
let Form = foundry.utils.mergeObject({}, formData, {
insertKeys: true,
insertValues: true,
overwrite: true
});
const oldSettings = CustomSkills.settings;
let newSkills = {};
let newAbilities = {};
let newSettings = foundry.utils.mergeObject(oldSettings, Form);
// check if skills have been removed
if (Form.skillNum < CustomSkills.countObject(oldSettings.customSkillList)) {
let count = 0;
for (let a in Form.customSkillList) {
if (count < Form.skillNum) {
newSkills[a] = Form.customSkillList[a];
count++;
}
}
newSettings.customAbilitiesList = newSkills;
} else {
newSkills = Form.customSkillList;
}
// check if abilities have been removed
if (Form.abilitiesNum < CustomSkills.countObject(oldSettings.customAbilitiesList)) {
let count = 0;
for (let a in Form.customAbilitiesList) {
if (count < Form.abilitiesNum) {
newAbilities[a] = Form.customAbilitiesList[a];
count++;
}
}
newSettings.customAbilitiesList = newAbilities;
} else {
newAbilities = Form.customAbilitiesList;
}
// update settings
await game.settings.set(MODULE_NAME, 'settings', newSettings);
// modify system variables
CustomSkills.applyToSystem();
await CustomSkills.updateActors(newSkills, newAbilities);
SettingsConfig.reloadConfirm({ world: true });
return this.render();
}
activateListeners(html) {
super.activateListeners(html);
html.find('button[name="reset"]').click(this.onReset.bind(this));
}
async _onChangeInput(event) {
const elem = $(event.originalEvent.target);
const container = super.element;
// enable skill
if (elem.hasClass('apply_skill')) {
const skillCode = elem.data('skill');
if (elem.prop('checked')) {
$('select#select_' + skillCode, container).attr('disabled', 'disabled');
$('input[name="fakeSkillList.' + skillCode + '.label"]', container).attr('readonly', 'readonly');
} else {
$('select#select_' + skillCode, container).removeAttr('disabled');
$('input[name="fakeSkillList.' + skillCode + '.label"]', container).removeAttr('readonly');
}
}
// fill hidden skill input
if (elem.hasClass('skill-label-capture')) {
const skillKey = elem.data('key');
$('input[name="customSkillList.' + skillKey + '.label"]', container).val(elem.val());
}
// enable ability
if (elem.hasClass('apply_ability')) {
const abilityCode = elem.data('ability');
if (elem.prop('checked')) {
$('input[name="fakeAbilityLabel.' + abilityCode + '.label"]', container).attr('readonly', 'readonly');
} else {
$('input[name="fakeAbilityLabel.' + abilityCode + '.label"]', container).removeAttr('readonly');
}
}
// fill hidden ability input
if (elem.hasClass('ability-label-capture')) {
const abilityKey = elem.data('key');
$('input[name="customAbilitiesList.' + abilityKey + '.label"]', container).val(elem.val());
}
// fill hidden skill ability from select
if (elem.hasClass('ability_select')) {
const selected = elem.find('option:selected').val();
const skillCode = elem.data('skill');
$('input[name="customSkillList.' + skillCode + '.ability"]').val(selected);
}
}
} /** end CustomSkillsForm **/
/*
* ░█░█▄░█░█░▀█▀░░░█▄█░▄▀▄░▄▀▄░█▄▀
* ░█░█▒▀█░█░▒█▒▒░▒█▒█░▀▄▀░▀▄▀░█▒█
*/
Hooks.on('init', () => {
//console.log('dnd5e-custom-skills init');
//CONFIG.debug.hooks = true;
if (typeof game.dnd5e.version === 'string') {
dndV3 = foundry.utils.isNewerVersion(game.dnd5e.version, '2.99.99');
}
game.settings.registerMenu(MODULE_NAME, MODULE_NAME, {
name: MODULE_NAME + ".form",
label: MODULE_NAME + ".form-title",
hint: MODULE_NAME + ".form-hint",
icon: "fas fa-cog",
type: CustomSkillsForm,
scope: "world",
restricted: true
});
game.settings.register(MODULE_NAME, "settings", {
name: "Custom Skills Settings",
scope: "world",
default:
CustomSkills.defaultSettings,
type: Object,
config: false,
//onChange: (x) => window.location.reload()
});
window._isDaeActive = false;
for (const mod of game.data.modules) {
if (mod.id == "dae" && mod.active) {
window._isDaeActive = true;
break;
}
}
window.dnd5eCustomSkills = function (action, params, apply) {
const results = CustomSkills._integration(action, params, apply);
if (typeof results.then === "function") {
return results.then((result) => {
return result
});
} else {
return results;
}
};
CustomSkills.applyToSystem();
});
/*
*░▄▀▀░█▒█░▄▀▀░▀█▀░▄▀▄░█▄▒▄█░░░▄▀▀░█▄▀░█░█▒░░█▒░░░░▄▀▀░█▒░▒▄▀▄░▄▀▀░▄▀▀
*░▀▄▄░▀▄█▒▄██░▒█▒░▀▄▀░█▒▀▒█▒░▒▄██░█▒█░█▒█▄▄▒█▄▄▒░░▀▄▄▒█▄▄░█▀█▒▄██▒▄██
*/
class CustomSkills {
static get settings() {
let csSettings = foundry.utils.mergeObject(this.defaultSettings, game.settings.get(MODULE_NAME, 'settings'));
// skills
const oldSkillNum = this.countObject(csSettings.customSkillList);
const oldAbilityNum = this.countObject(csSettings.customAbilitiesList);
if (csSettings.skillNum > oldSkillNum) {
// there are more skills than before
let skills = {};
for (let n = oldSkillNum; n < csSettings.skillNum; n++) {
let name = 'cus_' + n;
skills[name] = this.getBaseSkill();
}
csSettings.customSkillList = foundry.utils.mergeObject(csSettings.customSkillList, skills);
} else if (csSettings.skillNum < oldSkillNum) {
//there are less skills than before, need to delete some
for (let n = (oldSkillNum - 1); n >= csSettings.skillNum; n--) {
let name = 'cus_' + n;
delete csSettings.customSkillList[name];
}
}
if (csSettings.abilitiesNum > oldAbilityNum) {
// there are more abilities than before
let abilities = {};
for (let n = oldAbilityNum; n < csSettings.abilitiesNum; n++) {
let name = 'cua_' + n;
abilities[name] = this.getBaseAbility(false);
}
csSettings.customAbilitiesList = foundry.utils.mergeObject(csSettings.customAbilitiesList, abilities);
} else if (csSettings.abilitiesNum < oldAbilityNum) {
//there are less abilities than before, need to delete some
for (let n = (oldAbilityNum - 1); n >= csSettings.abilitiesNum; n--) {
let name = 'cua_' + n;
delete csSettings.customAbilitiesList[name];
}
}
return csSettings;
}
/**
* Get default settings object.
*/
static get defaultSettings() {
/** skills **/
const skillNum = 5;
let skills = {};
for (let n = 0; n < skillNum; n++) {
let name = 'cus_' + n;
skills[name] = this.getBaseSkill();
};
/** abilities **/
const abilitiesNum = 2;
let abilities = {};
for (let n = 0; n < abilitiesNum; n++) {
let name = 'cua_' + n;
abilities[name] = this.getBaseAbility(false);
};
return {
customSkillList: skills,
skillNum: skillNum,
customAbilitiesList: abilities,
abilitiesNum: abilitiesNum,
hiddenAbilities: {},
hiddenSkills: {}
};
}
static getBaseSkill() {
let skill;
if (dndV3) {
skill = foundry.utils.deepClone(game.system.config.skills.acr);
skill.icon = "";
skill.reference = "";
} else {
skill = foundry.utils.deepClone(game.system.template.Actor.templates.creature.skills.acr);
}
return skill;
}
static getBaseAbility(applied, label) {
let cleanAbility;
if (dndV3) {
cleanAbility = foundry.utils.deepClone(game.system.config.abilities.cha);
} else {
cleanAbility = foundry.utils.deepClone(game.system.template.Actor.templates.common.abilities.cha);
}
cleanAbility.type = "physical";
cleanAbility.reference = "";
if (typeof applied === 'undefined') {
cleanAbility.applied = false;
} else {
cleanAbility.applied = applied;
}
if (typeof label != 'undefined') {
cleanAbility.label = label;
cleanAbility.abbreviation = label.slice(0, 3).toLowerCase();
}
return cleanAbility;
}
static debug(string) {
$('#cs-debug_box').append('<span>' + string + '<span>');
}
static async updateSettings(newSettings) {
const oldSettings = CustomSkills.settings;
let merged_settings = foundry.utils.mergeObject(oldSettings, newSettings);
await game.settings.set(MODULE_NAME, 'settings', merged_settings);
return true;
}
static isActorCharacter(actor) {
return getProperty(actor, "type") == "character";
}
/* get actors with hasPlayerOwner property **/
static getPlayerActors(excludeVehicles) {
if (typeof excludeVehicles !== 'undefined' && excludeVehicles == true) {
return game.actors.filter(a => (a.type === 'character' || a.type === 'npc') === true);
} else {
return game.actors.filter(a => (a.collectionName === 'actors') === true);
}
}
/** helper functions to get specific settings */
static getCustomSkillList() {
let csSettings = CustomSkills.settings;
return csSettings.customSkillList;
}
static getCustomAbilitiesList() {
let csSettings = CustomSkills.settings;
return csSettings.customAbilitiesList;
}
static getHiddenAbilities() {
let csSettings = CustomSkills.settings;
return csSettings.hiddenAbilities;
}
static getHiddenSkills() {
let csSettings = CustomSkills.settings;
return csSettings.hiddenSkills;
}
static getCurrentSkillNum() {
let csSettings = CustomSkills.settings;
return csSettings.skillNum;
}
static getCurrentAbilitiesNum() {
let csSettings = CustomSkills.settings;
return csSettings.abilitiesNum;
}
static getOpenCharacterSheets() {
// return Object.values(ui.windows).filter(w => (w.options.baseApplication == 'ActorSheet' && w.rendered == true));
return Object.values(ui.windows).filter(w => (w instanceof dnd5e.applications.actor.ActorSheet5eCharacter));
}
// refresh open actor sheets to view results
static refreshOpenSheets() {
const sheets = this.getOpenCharacterSheets();
sheets.forEach((sheet, index) => {
sheet.render();
});
}
//create abbreviation key for i18n (tidy5e sheet pull from there when showing abilities)
static getI18nKey(string) {
let key = string.charAt(0).toUpperCase() + string.slice(1);
return 'Ability' + key + 'Abbr';
}
static countObject(obj) {
return Object.keys(obj).length
}
/* utility function to remove a key from object
* params:
* obj = the object to process
* property = the propery to remove
*/
static removeKey(obj, property) {
const {
[property]: unused,
...rest
} = obj;
return rest;
}
/**
* get: param (string optional); ['skills','abilities','hiddenSkills','hiddenAbilities']
* add: param (object required);
* update: param (object required);
**/
static _integration(action, params, apply = false) {
let data = [];
if (typeof action !== 'undefined') {
switch (action) {
case 'get':
data = this._integrationGet(params);
return data;
case 'add':
data = this._integrationAdd(params, apply);
return data;
case 'update':
data = this._integrationChange(params, apply);
return data;
default:
return {
'error': 'Action parameter unknown. Allowed values are: "get", "add" or "update"'
};
}
} else {
return {
'error': 'Missing required "action" parameter (string)'
}
}
};
static async _integrationUpdate(settings, apply) {
await this.updateSettings(settings);
if (apply) {
this.applyToSystem();
await this.resetActors();
}
}
static async resetActors() {
const actors = this.getPlayerActors();
const keys = Object.keys(actors);
keys.forEach((key, index) => {
let Actor = actors[key];
Actor.reset();
});
this.refreshOpenSheets();
return true;
}
/*
API get
*/
static _integrationGet(target) {
if (typeof target == 'undefined')
return CustomSkills.settings;
switch (target) {
case 'skills':
return this.getCustomSkillList();
break;
case 'abilities':
return this.getCustomAbilitiesList();
break;
case 'hiddenSkills':
return this.getHiddenSkills();
break;
case 'hiddenAbilities':
return this.getHiddenAbilities();
default:
return {
'error': 'Action parameter unknown'
};
}
}
/*
API add
*/
static async _integrationAdd(dataObject, apply = false) {
let response = {};
let settings = CustomSkills.settings;
if ('skills' in dataObject) {
let resultSkills = this.addSkill(dataObject.skills, settings.customSkillList);
if (!'errors' in resultSkills) {
settings.customSkillList = resultSkills.skills;
} else {
response.skillerrors = resultSkills.errors;
}
// update skill number
settings.skillNum = this.countObject(settings.customSkillList);
response.skills = {
'list': settings.customSkillList,
'number': settings.skillNum
};
}
if ('abilities' in dataObject) {
let resultAbilities = this.addAbility(dataObject.abilities, settings.customAbilitiesList);
if (!'errors' in resultAbilities) {
settings.customAbilitiesList = resultAbilities.abilities;
} else {
response.abilityerrors = resultAbilities.errors;
}
// update abilities number
settings.abilitiesNum = this.countObject(settings.customAbilitiesList);
response.abilities = {
'list': settings.customAbilitiesList,
'number': settings.abilitiesNum
};
}
this._integrationUpdate(settings, apply);
return response;
}
static addSkill(newSkills, currentSkills) {
if (typeof newSkills == 'undefined' || newSkills == 'help') {
return {
'error': 'To add skills you need to set an object parameter containing the new skills'
};
}
let results = {};
// check required options and duplicates
let errors = [];
let errorskeys = [];
let uniqueSkills = newSkills;
for (let ns in newSkills) {
if (typeof newSkills[ns].ability == 'undefined')
results.errors.push('Missing required "ability" key , (value type:string)');
if (typeof newSkills[ns].label == 'label')
results.errors.push('Missing required "label" key , (value type:string)');
let duplicatedSkills = Object.values(currentSkills).filter((sk, i) => currentSkills['cus_' + i].label == newSkills[ns].label && currentSkills['cus_' + i].applied == true);
if (duplicatedSkills.length) {
uniqueSkills = this.removeKey(uniqueSkills, ns);
errorskeys.push(ns)
}
}
for (let e = 0; e < errorskeys.length; e++) {
errors.push('Skill label already exists: ' + newSkills[errorskeys[e]].label);
}
results.errors = errors;
let countActive = 0;
const countNewSkills = this.countObject(uniqueSkills);
const countOldSkills = this.countObject(currentSkills);
const newSkillsKeys = Object.keys(uniqueSkills);
let countAdded = 0;
for (let s in currentSkills) {
if (currentSkills[s].applied) {
countActive++;
} else {
if (typeof newSkillsKeys[countAdded] === 'undefined')
break;
let skillData = uniqueSkills[newSkillsKeys[countAdded]];
var newSkillClean = {
'label': skillData.label,
'ability': skillData.ability,
'applied': 1
};
currentSkills[s] = foundry.utils.mergeObject(this.getBaseSkill(), newSkillClean);
countAdded++;
}
}
// add more skills if needed
if (countAdded < countNewSkills) {
var newmax = countNewSkills - countAdded;
for (let n = 0; n <= newmax; n++) {
if (typeof newSkillsKeys[countAdded] === 'undefined')
break;
let skillData = uniqueSkills[newSkillsKeys[countAdded]];
var newSkillClean = {
'label': skillData.label,
'ability': skillData.ability,
'applied': 1
};
currentSkills['cus_' + (n + countOldSkills)] = foundry.utils.mergeObject(this.getBaseSkill(), newSkillClean);
countAdded++;
}
}
results.skills = currentSkills;
return results;
}
static addAbility(newAbility, currentAbilities) {
if (typeof newAbility == 'undefined' || newAbility == 'help') {
return {
'error': 'To add Abilities you need to set an object parameter containing the new Abilities'
};
}
let results = {};
// check required options
let errors = [];
let errorskeys = [];
let uniqueAbilities = newAbility;
for (let na in newAbility) {
if (typeof newAbility[na].label == 'label')
errors.push('Missing required "label" key, (value type:string)');
let duplicatedAbilities = Object.values(currentAbilities).filter((ab, i) => currentAbilities['cua_' + i].label == newAbility[na].label && currentAbilities['cua_' + i].applied == true);
if (duplicatedAbilities.length) {
uniqueAbilities = this.removeKey(uniqueAbilities, na);
errorskeys.push(na);
}
}
for (let e = 0; e < errorskeys.length; e++) {
errors.push('Ability label already exists: ' + newAbility[errorskeys[e]].label);
}
let countActive = 0;
const countNewAbilities = this.countObject(uniqueAbilities);
const countOldAbilities = this.countObject(currentAbilities);
const newAbKeys = Object.keys(uniqueAbilities);
let countAdded = 0;
for (let a in currentAbilities) {
if (currentAbilities[a].applied) {
countActive++;
} else {
if (typeof newAbKeys[countAdded] === 'undefined')
break;
let abilityData = uniqueAbilities[newAbKeys[countAdded]];
var newAbilityClean = {
'label': abilityData.label,
'applied': 1
};
currentAbilities[a] = newAbilityClean;
countAdded++;
}
}
if (countAdded < countNewAbilities) {
var newmax = countNewAbilities - countAdded;
for (let n = 0; n <= newmax; n++) {
if (typeof newAbKeys[countAdded] === 'undefined')
break;
let abilityData = uniqueAbilities[newAbKeys[countAdded]];
var newAbilityClean = {
'label': abilityData.label,
'applied': 1
};
currentAbilities['cua_' + (n + countOldAbilities)] = newAbilityClean;
countAdded++;
}
}
results.abilities = currentAbilities;
return results;
}
/*
* Modify existing skills or abilities
* to remove/disable a skill: {skills: {[skillkey]: {applied:false}}}
* to remove/disable an ability: {abilities: {[abilitykey]: {applied:false}}}
* skill or ability key must exist
* params: object
*/
static async _integrationChange(dataObject, apply) {
let settings = CustomSkills.settings;
let skills = settings.customSkillList;
let abilities = settings.customAbilitiesList;
let modSk = false;
let modAb = false;
for (let d in dataObject) {
if (d == 'skills') {
for (let sk in dataObject[d]) {
if (typeof skills[sk] !== 'undefined') {
skills[sk] = foundry.utils.mergeObject(skills[sk], dataObject[d][sk]);
if (!modSk)
modSk = true;
}
}
} else if (d == 'abilities') {
for (let ab in dataObject[d]) {
if (typeof abilities[ab] !== 'undefined') {
abilities[ab] = foundry.utils.mergeObject(abilities[ab], dataObject[d][ab]);
if (!modAb)
modAb = true;
}
}
}
}
var response = {};
if (modSk) {
settings.customSkillList = skills;
response.skills = settings.customSkillList;
}
if (modAb) {
settings.customAbilitiesList = abilities;
response.abilities = settings.customAbilitiesList;
}
this._integrationUpdate(settings, apply);
if (modSk || modAb)
return response;
else
return {
'error': 'invalid input parameters, nothing to do',
'data_sent': dataObject
};
}
/*
Temporary modify the dnd5e skill config.
Optional parameter: "remove code" to remove a single skill from dnd5e config.
All changes are in memory and temporary, and should be reapplied when needed.
No modification is made to dnd5e system.
*/
static applyToSystem() {
console.log('dnd-5e-custom-skills.applyToSystem');
let systemSkills = game.dnd5e.config.skills;
let systemAbilities = game.dnd5e.config.abilities;
// see if we need to modify the _fallback translation for compatibility with tidy5esheet
let isFallback = false;
if (typeof game.i18n.translations.DND5E === 'undefined' && typeof game.i18n._fallback != 'undefined') {
isFallback = true;
}
let abbrKey = '';
const skillKeys = Object.keys(systemSkills).filter(k => k.startsWith('cus_') || k.startsWith('cua_'));
const abilityKeys = Object.keys(systemAbilities).filter(k => k.startsWith('cua_') || k.startsWith('cus_'));
let customSkills = this.getCustomSkillList();
// remove extra skills keys
for (let r = 0; r < skillKeys.length; r++) {
if (typeof customSkills[skillKeys[r]] === 'undefined') {
systemSkills = this.removeKey(systemSkills, skillKeys[r]);
}
}
let customAbilities = this.getCustomAbilitiesList();
// remove extra abilities keys
for (let x = 0; x < abilityKeys.length; x++) {
if (typeof customAbilities[abilityKeys[x]] === 'undefined') {
abbrKey = this.getI18nKey(abilityKeys[x]);
systemAbilities = this.removeKey(systemAbilities, abilityKeys[x]);
//systemAbilityAbbr = this.removeKey(systemAbilityAbbr, abbrKey);
if (typeof game.i18n.translations.DND5E[abbrKey] != 'undefined')
game.i18n.translations.DND5E = this.removeKey(game.i18n.translations.DND5E, abbrKey);
if (isFallback && typeof game.i18n._fallback.DND5E[abbrKey] != 'undefined')
game.i18n._fallback.DND5E = this.removeKey(game.i18n._fallback.DND5E, abbrKey);
}
}
// add skills
for (let s in customSkills) {
if (customSkills[s].applied) {
systemSkills[s] = {
'label': customSkills[s].label,
'ability': customSkills[s].ability
};
if (window._isDaeActive) {
this.daeAutoFields(s, true)
}
} else {
// remove not applied skills
if (typeof systemSkills[s] != "undefined") {
systemSkills = this.removeKey(systemSkills, s);
}
}
}
// add abilities
for (let a in customAbilities) {
abbrKey = this.getI18nKey(a);
if (customAbilities[a].applied) {
systemAbilities[a] = this.getBaseAbility(customAbilities[a].applied, customAbilities[a].label);
if (window._isDaeActive) {
this.daeAutoFields(a);
}
} else {
// remove translation
if (isFallback) {
if (typeof game?.i18n?._fallback?.DND5E != 'undefined' && typeof game?.i18n?._fallback?.DND5E[abbrKey] != 'undefined') {
game.i18n._fallback.DND5E = this.removeKey(game.i18n._fallback.DND5E, abbrKey);
}
} else {
//console.log('cust',game.i18n.translations);
if (typeof game?.i18n.translations.DND5E[abbrKey] !== 'undefined')
game.i18n.translations.DND5E = this.removeKey(game.i18n.translations.DND5E, abbrKey);
}
}
}
// update system config
game.dnd5e.config.skills = this._sortObject(systemSkills, 'label');
game.dnd5e.config.abilities = systemAbilities;
// game.dnd5e.config.abilityAbbreviations = systemAbilityAbbr;
}
/* helper function to sort objects converting to array first**/
static _sortObject(object, attribute) {
let sort, obj_array = [];
let result = {};
if (typeof attribute == 'undefined')
return object;
obj_array = Object.entries(object).map(([key, obj]) => ({ key, ...obj }));
sort = obj_array.sort((a, b) => a[attribute].localeCompare(b[attribute]));
result = sort.reduce((obj, item) => Object.assign(obj, { [item.key]: item }, delete item.key), {});
return result;
}
static async updateActors(skills, abilities) {
// add skills and abilities to actors
for (let s in skills) {
if (skills[s].applied)
CustomSkills.addSkillToActors(s);
}
for (let a in abilities) {
if (abilities[a].applied == true)
CustomSkills.addAbilityToActor(a);
}
// clean leftovers on players actors
await CustomSkills.cleanActors();
ui.notifications.info(game.i18n.localize(MODULE_NAME + '.updateDone'));
return true;
}
// remove every leftover from this module from actors charcaters
static async cleanActors() {
const characters = this.getPlayerActors();
const skillList = this.getCustomSkillList();
const abilityList = this.getCustomAbilitiesList();
const keys = Object.keys(characters);
const total = keys.length;
if (total > 0) {
keys.forEach((key, index) => {
let Actor = characters[key];
let updatedDataSkills = {},
updatedDataAbilities = {},
skillKeys = {},
abilityKeys = {};
let actorSkills = Actor.system.skills;
let actorAbilities = Actor.system.abilities;
// we need to find what actual actor skills and abilities comes from this module.
if (typeof actorSkills !== 'undefined') // could be undefined in case of vehicles
skillKeys = Object.keys(actorSkills).filter(k => k.startsWith('cus_') || k.startsWith('cua_'));
if (typeof actorAbilities !== 'undefined')
abilityKeys = Object.keys(actorAbilities).filter(k => k.startsWith('cua_') || k.startsWith('cus_'));
// here we store a list of keys representig properties we don't need anymore on actors.
let skillsToRemove = [];
let abilitiesToRemove = [];
// prepare data to remove leftover skills
for (let s = 0; s < skillKeys.length; s++) {
let skillkey = skillKeys[s];
if (typeof skillList[skillkey] == 'undefined' || skillList[skillkey].applied == false) {
skillsToRemove.push(skillkey);
}
}
// prepare data to remove leftover abilities
for (let a = 0; a < abilityKeys.length; a++) {
let abilityKey = abilityKeys[a];
if (typeof abilityList[abilityKey] == 'undefined' || abilityList[abilityKey].applied == false) {
abilitiesToRemove.push(abilityKey);
}
}
//we use foundry "-=" syntax to erase old properties
skillsToRemove.forEach(key => updatedDataSkills[`system.skills.-=${key}`] = null);
abilitiesToRemove.forEach(key => updatedDataAbilities[`system.abilities.-=${key}`] = null);
// prepare the update actor data
let updatedData = {
...updatedDataSkills,
...updatedDataAbilities
};
// finally update this actor
Actor.update(updatedData);
})
}
return true;
}
/** add single skill to every actor **/
static addSkillToActors(skillCode) {
let skillList = this.getCustomSkillList();
let skillToAdd = skillList[skillCode];
let characters = this.getPlayerActors(true);
let charactersToAddSkill = characters.filter(s => s.system.skills.hasOwnProperty(skillCode) == false);
const keys = Object.keys(charactersToAddSkill);
const total = keys.length;
if (total > 0) {
keys.forEach((key, index) => {
let Actor = charactersToAddSkill[key];
Actor.update({ [`system.skills.${skillCode}`]: skillToAdd });
Actor.reset();
})
}
}
/** add single ability to every actor **/
static addAbilityToActor(abilityCode) {
let emptyAbility;
if (dndV3) {
emptyAbility = game.system.config.abilities.cha;
} else {
emptyAbility = game.system.config.skills.acr;
}
let newAbility = foundry.utils.deepClone(emptyAbility);
const customAbilities = CustomSkills.getCustomAbilitiesList();
if (customAbilities.hasOwnProperty(abilityCode)) {
newAbility.abbr = customAbilities[abilityCode].label.slice(0, 3).toLowerCase();
}
let characters = this.getPlayerActors();
let charactersToAddAbility = characters.filter(s => s.system.abilities.hasOwnProperty(abilityCode) == false);
const keys = Object.keys(charactersToAddAbility);
const total = keys.length;
if (total > 0) {
keys.forEach((key, index) => {
let Actor = charactersToAddAbility[key];
Actor.reset();
})
}
}
// dae autocomplete compatibility
static daeAutoFields(code, isSkill) {
if (typeof isSkill != 'undefined' && isSkill == true) {
DAE.addAutoFields([
"system.skills." + code + ".value",
"system.skills." + code + ".ability",
"system.skills." + code + ".bonuses.check",
"system.skills." + code + ".bonuses.passive"
]);
} else {
DAE.addAutoFields([
"system.abilities." + code + ".value",
"system.abilities." + code + ".proficient",
"system.abilities." + code + ".bonuses.check",
"system.abilities." + code + ".bonuses.save",
"system.abilities." + code + ".min"
]);
}
}
}
function addLabels(app, html, data) {
// get container app from app.id and not from html since it changes in dndv3 when editing.
var current_sheet = $('#' + app.id);