Get the weapons block implemented
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a8619246fe
commit
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4 changed files with 149 additions and 27 deletions
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@ -19,29 +19,27 @@ export class PlayerSheet extends GenericSheet {
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if (!this.isEditable) return;
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console.debug(`.dungeon | Adding event listeners for Actor: ${this.id}`);
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// html.find(`input.sync__input`).on("blur", ($e) => {
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// console.debug(`.dungeon | input.sync__input blur event`);
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// let value = parseInt($e.target.value);
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// if (!value) {
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// ui.notifications.error(
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// `dotdungeon.notification.error.invalid-integer`,
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// { localize: true }
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// );
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// return;
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// };
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// let delta = value - this.#syncValue();
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// this.actor.system.syncDelta += delta;
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// for (const actor of game.actors) {
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// if (actor._sheet)
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// }
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// game.socket.emit(`system.dotdungeon`, {
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// type: "reload",
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// })
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// });
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/*
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Toggles the expanded state for the detail elements in the sheet.
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*/
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html.find(`summary`).on(`click`, ($e) => {
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console.debug(`.dungeon | summary[data-collapse-id="${$e.target.dataset.collapseId}"] click event`);
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/*
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This seeming inversion of logic is due to the fact that this handler
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gets called before the element is updated to include/reflect the
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change, so if the parentNode doesn't actually have it, then we're
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opening it and vice-versa.
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*/
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if (!$e.target.parentNode.open) {
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this._expanded.add($e.target.dataset.collapseId);
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} else {
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this._expanded.delete($e.target.dataset.collapseId);
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};
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});
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};
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_expanded = new Set();
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#syncValue() {
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let delta = 0;
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for (const actor of game.actors) {
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@ -62,6 +60,10 @@ export class PlayerSheet extends GenericSheet {
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canChangeGroup: ctx.settings.playersCanChangeGroup || ctx.isGM,
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};
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ctx.meta = {
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expanded: this._expanded,
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};
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console.groupCollapsed(`PlayerSheet.getData`);
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console.log(`ctx`, ctx);
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console.log(`actor`, actor);
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