Get the item embedding working in a cleaner way where most of the item embedding logic is handled in the item's class instead of the actor's class

This commit is contained in:
Oliver-Akins 2024-03-22 20:23:28 -06:00
parent 0605542d62
commit 18cdc2addc
4 changed files with 20 additions and 48 deletions

View file

@ -1,5 +1,3 @@
import { DotDungeonItem } from "../Item/GenericItem.mjs";
export class DotDungeonActor extends Actor { export class DotDungeonActor extends Actor {
async createEmbeddedItem(defaults, opts = {}) { async createEmbeddedItem(defaults, opts = {}) {
let items = await this.createEmbeddedDocuments(`Item`, defaults); let items = await this.createEmbeddedDocuments(`Item`, defaults);
@ -17,20 +15,16 @@ export class DotDungeonActor extends Actor {
}; };
}; };
/** @param {DotDungeonItem} item */ async preItemEmbed(data) {
async preItemEmbed(item) { let embedded = this.itemTypes[data.type].find(i => {
console.log(`preEmbed`, item._source._id); return i.name === data.name
let type = item.type[0].toUpperCase() + item.type.slice(1); });
if (this[`pre${type}Embed`]) {
return await this[`pre${type}Embed`](item);
};
let embedded = this.itemTypes[item.type].find(i => i._source._id === item._source._id);
if (embedded) { if (embedded) {
await embedded.update({"system.quantity": embedded.system.quantity + 1}); await embedded.update({"system.quantity": embedded.system.quantity + 1});
ui.notifications.info( ui.notifications.info(
game.i18n.format( game.i18n.format(
`dotdungeon.notification.info.increased-item-quantity`, `dotdungeon.notification.info.increased-item-quantity`,
{ name: inventoryItem.name } { name: embedded.name, quantity: embedded.system.quantity }
), ),
{ console: false } { console: false }
); );

View file

@ -27,39 +27,6 @@ export class Player extends DotDungeonActor {
return this.itemTypes.aspect.length >= limit; return this.itemTypes.aspect.length >= limit;
}; };
async preAspectEmbed(item) {
if (this.atAspectLimit) {
ui.notifications.error(
game.i18n.format(
`dotdungeon.notification.error.aspect-limit-reached`,
{ limit: game.settings.get(`dotdungeon`, `aspectLimit`) }
),
{ console: false }
);
return false;
};
};
/**
* TODO: Make this quantity increase work for all item types
* TODO: Find item based of the source's ID, not name
* @param {DotDungeonItem} item
*/
// async preUntypedEmbed(item) {
// let inventoryItem = this.itemTypes.untyped.find(i => i.name === item.name);
// if (inventoryItem) {
// inventoryItem.update({"system.quantity": inventoryItem.system.quantity + 1});
// ui.notifications.info(
// game.i18n.format(
// `dotdungeon.notification.info.increased-item-quantity`,
// { name: inventoryItem.name }
// ),
// { console: false }
// );
// return false;
// };
// };
getRollData() { getRollData() {
const data = { const data = {
initiative: this.system.stats.hands ?? 0, initiative: this.system.stats.hands ?? 0,

View file

@ -1,9 +1,20 @@
import { DotDungeonItem } from "./GenericItem.mjs"; import { DotDungeonItem } from "./GenericItem.mjs";
export class Aspect extends DotDungeonItem { export class Aspect extends DotDungeonItem {
async _preCreate() { async _preCreate(...args) {
if (this.isEmbedded) { if (this.isEmbedded) {
return await this.actor?.preItemEmbed(this); if (this.actor.atAspectLimit) {
ui.notifications.error(
game.i18n.format(
`dotdungeon.notification.error.aspect-limit-reached`,
{ limit: game.settings.get(`dotdungeon`, `aspectLimit`) }
),
{ console: false }
);
return false;
};
return await this.actor?.preItemEmbed(...args);
}; };
} }
}; };

View file

@ -1,7 +1,7 @@
export class DotDungeonItem extends Item { export class DotDungeonItem extends Item {
async _preCreate() { async _preCreate(...args) {
if (this.isEmbedded) { if (this.isEmbedded) {
return await this.actor?.preItemEmbed(this); return await this.actor?.preItemEmbed(...args);
}; };
}; };