taf/module/data/Actor/player.mjs

56 lines
1.7 KiB
JavaScript

export class PlayerData extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
content: new fields.HTMLField({
blank: true,
trim: true,
initial: ``,
}),
carryCapacity: new fields.NumberField({
min: 0,
nullable: true,
initial: null,
}),
// attr: new fields.TypedObjectField(
// new fields.SchemaField({
// name: new fields.StringField({ blank: false, trim: true }),
// sort: new fields.NumberField({ min: 1, initial: 1, integer: true, nullable: false }),
// value: new fields.NumberField({ min: 0, initial: 0, integer: true, nullable: false }),
// max: new fields.NumberField({ min: 0, initial: null, integer: true, nullable: true }),
// isRange: new fields.BooleanField({ initial: false, nullable: false }),
// }),
// {
// initial: {},
// nullable: false,
// required: false,
// },
// ),
attr: new fields.ObjectField({ persisted: false }),
};
};
// #region Lifecycle
/**
* This makes sure that the actor gets created with the global attributes if
* they exist, while still allowing programmatic creation through the API with
* specific attributes.
*/
async _preCreate(data, options, user) {
// Assign the defaults from the world setting if they exist
const defaults = game.settings.get(__ID__, `actorDefaultAttributes`) ?? {};
if (!hasProperty(data, `system.attr`)) {
// Remove with issue: Foundry/taf#55
const value = game.release.generation > 13 ? _replace(defaults) : defaults;
this.updateSource({ "system.==attr": value });
};
return super._preCreate(data, options, user);
};
// #endregion Lifecycle
get hasAttributes() {
return Object.keys(this.attr).length > 0;
};
};