ripcrypt/module/data/Item/Armour.mjs
2025-10-05 15:25:23 -06:00

117 lines
3 KiB
JavaScript

import { CommonItemData } from "./Common.mjs";
import { gameTerms } from "../../gameTerms.mjs";
import { localizer } from "../../utils/Localizer.mjs";
import { Logger } from "../../utils/Logger.mjs";
import { requiredInteger } from "../helpers.mjs";
const { diffObject, getProperty, setProperty } = foundry.utils;
const { DialogV2 } = foundry.applications.api;
const { fields } = foundry.data;
/** Used for Armour and Shields */
export class ArmourData extends CommonItemData {
// #region Schema
static defineSchema() {
return {
...super.defineSchema(),
protection: requiredInteger({ min: 0, initial: 1 }),
location: new fields.SetField(
new fields.StringField({
blank: false,
trim: true,
nullable: false,
required: true,
options: Object.values(gameTerms.Anatomy),
}),
{
nullable: false,
initial: [],
},
),
equipped: new fields.BooleanField({
initial: false,
nullable: false,
}),
weight: new fields.StringField({
blank: false,
nullable: true,
initial: null,
options: Object.values(gameTerms.WeightRatings),
}),
};
};
// #endregion Schema
// #region Lifecycle
async _preCreate(item) {
if (this.parent.isEmbedded && this._canEquip()) {
const shouldEquip = await DialogV2.confirm({
window: { title: `Equip Item?` },
content: `Do you want to equip ${item.name}?`,
});
if (shouldEquip) {
this.updateSource({ "equipped": true });
};
};
};
async _preUpdate(changes, options, user) {
if (options.force && game.settings.get(`ripcrypt`, `devMode`)) { return };
// Ensure changes is a diffed object
const diff = diffObject(this.parent._source, changes);
let valid = await super._preUpdate(changes, options, user);
if (getProperty(diff, `system.equipped`) && !this._canEquip()) {
ui.notifications.error(
localizer(
`RipCrypt.notifs.error.cannot-equip`,
{ itemType: `@TYPES.Item.${this.parent.type}` },
),
{ console: false },
);
// Don't stop the update, but don't allow changing the equipped status
setProperty(changes, `system.equipped`, false);
// Set a flag so that we can tell the sheet that it needs to rerender
this.forceRerender = true;
};
return valid;
};
// #endregion Lifecycle
// #region Helpers
/**
* Used to tell the preUpdate logic whether or not to prevent the item from
* being equipped or not.
*/
_canEquip() {
const parent = this.parent;
if (!parent.isEmbedded || !(parent.parent instanceof Actor)) {
Logger.error(`Unable to equip item when it's not embedded`);
return false;
};
if (this.location.size === 0) {
Logger.error(`Unable to equip an item without any locations`);
return false;
};
const slots = parent.parent.system.equippedArmour ?? {};
for (const locationTag of this.location) {
if (slots[locationTag.toLowerCase()] != null) {
Logger.error(`Unable to equip multiple items in the same slot`);
return false;
};
};
return true;
};
get locationString() {
return [...this.location].join(`, `);
};
// #endregion Helpers
};