Merge branch 'master' into correctly-pass-rollMode-parameter

This commit is contained in:
Johannes Loher 2021-01-26 21:14:40 +01:00
commit 972c3a7701
28 changed files with 450 additions and 431 deletions

View file

@ -9,205 +9,310 @@ export const DS4 = {
=============================================================================================`,
/**
* Define the set of acttack types that can be performed with weapon items
* A dictionary of dictionaries each mapping keys to localized strings
* resp. their localization keys.
* The localization is assumed to take place on each reload.
*/
attackTypes: {
melee: "DS4.AttackTypeMelee",
ranged: "DS4.AttackTypeRanged",
meleeRanged: "DS4.AttackTypeMeleeRanged",
i18n: {
/**
* Define the set of acttack types that can be performed with weapon items
*/
attackTypes: {
melee: "DS4.AttackTypeMelee",
ranged: "DS4.AttackTypeRanged",
meleeRanged: "DS4.AttackTypeMeleeRanged",
},
/**
* Define the set of item availabilties
*/
itemAvailabilities: {
unset: "DS4.ItemAvailabilityUnset",
hamlet: "DS4.ItemAvailabilityHamlet",
village: "DS4.ItemAvailabilityVilage",
city: "DS4.ItemAvailabilityCity",
elves: "DS4.ItemAvailabilityElves",
dwarves: "DS4.ItemAvailabilityDwarves",
nowhere: "DS4.ItemAvailabilityNowhere",
},
/**
* Define the set of item types
*/
itemTypes: {
weapon: "DS4.ItemTypeWeapon",
armor: "DS4.ItemTypeArmor",
shield: "DS4.ItemTypeShield",
spell: "DS4.ItemTypeSpell",
trinket: "DS4.ItemTypeTrinket",
equipment: "DS4.ItemTypeEquipment",
talent: "DS4.ItemTypeTalent",
racialAbility: "DS4.ItemTypeRacialAbility",
language: "DS4.ItemTypeLanguage",
alphabet: "DS4.ItemTypeAlphabet",
specialCreatureAbility: "DS4.ItemTypeSpecialCreatureAbility",
},
/**
* Define the set of armor types, a character may only wear one item of each at any given time
*/
armorTypes: {
body: "DS4.ArmorTypeBody",
helmet: "DS4.ArmorTypeHelmet",
vambrace: "DS4.ArmorTypeVambrace",
greaves: "DS4.ArmorTypeGreaves",
vambraceGreaves: "DS4.ArmorTypeVambraceGreaves",
},
/**
* Define abbreviations for the armor types
*/
armorTypesAbbr: {
body: "DS4.ArmorTypeBodyAbbr",
helmet: "DS4.ArmorTypeHelmetAbbr",
vambrace: "DS4.ArmorTypeVambraceAbbr",
greaves: "DS4.ArmorTypeGreavesAbbr",
vambraceGreaves: "DS4.ArmorTypeVambraceGreavesAbbr",
},
/**
* Define the set of armor materials, used to determine if a characer may wear the armor without additional penalties
*/
armorMaterialTypes: {
cloth: "DS4.ArmorMaterialTypeCloth",
leather: "DS4.ArmorMaterialTypeLeather",
chain: "DS4.ArmorMaterialTypeChain",
plate: "DS4.ArmorMaterialTypePlate",
},
/**
* Define the abbreviations of armor materials
*/
armorMaterialTypesAbbr: {
cloth: "DS4.ArmorMaterialTypeClothAbbr",
leather: "DS4.ArmorMaterialTypeLeatherAbbr",
chain: "DS4.ArmorMaterialTypeChainAbbr",
plate: "DS4.ArmorMaterialTypePlateAbbr",
},
spellTypes: {
spellcasting: "DS4.SpellTypeSpellcasting",
targetedSpellcasting: "DS4.SpellTypeTargetedSpellcasting",
},
spellCategories: {
healing: "DS4.SpellCategoryHealing",
fire: "DS4.SpellCategoryFire",
ice: "DS4.SpellCategoryIce",
light: "DS4.SpellCategoryLight",
darkness: "DS4.SpellCategoryDarkness",
mindAffecting: "DS4.SpellCategoryMindAffecting",
electricity: "DS4.SpellCategoryElectricity",
none: "DS4.SpellCategoryNone",
unset: "DS4.SpellCategoryUnset",
},
/**
* Define the set of actor types
*/
actorTypes: {
character: "DS4.ActorTypeCharacter",
creature: "DS4.ActorTypeCreature",
},
/**
* Define the set of attributes an actor has
*/
attributes: {
body: "DS4.AttributeBody",
mobility: "DS4.AttributeMobility",
mind: "DS4.AttributeMind",
},
/**
* Define the set of traits an actor has
*/
traits: {
strength: "DS4.TraitStrength",
agility: "DS4.TraitAgility",
intellect: "DS4.TraitIntellect",
constitution: "DS4.TraitConstitution",
dexterity: "DS4.TraitDexterity",
aura: "DS4.TraitAura",
},
/**
* Define the set of combat values an actor has
*/
combatValues: {
hitPoints: "DS4.CombatValuesHitPoints",
defense: "DS4.CombatValuesDefense",
initiative: "DS4.CombatValuesInitiative",
movement: "DS4.CombatValuesMovement",
meleeAttack: "DS4.CombatValuesMeleeAttack",
rangedAttack: "DS4.CombatValuesRangedAttack",
spellcasting: "DS4.CombatValuesSpellcasting",
targetedSpellcasting: "DS4.CombatValuesTargetedSpellcasting",
},
/**
* Define the base info of a character
*/
characterBaseInfo: {
race: "DS4.CharacterBaseInfoRace",
class: "DS4.CharacterBaseInfoClass",
heroClass: "DS4.CharacterBaseInfoHeroClass",
culture: "DS4.CharacterBaseInfoCulture",
},
/**
* Define the progression info of a character
*/
characterProgression: {
level: "DS4.CharacterProgressionLevel",
experiencePoints: "DS4.CharacterProgressionExperiencePoints",
talentPoints: "DS4.CharacterProgressionTalentPoints",
progressPoints: "DS4.CharacterProgressionProgressPoints",
},
/**
* Define the language info of a character
*/
characterLanguage: {
languages: "DS4.CharacterLanguageLanguages",
alphabets: "DS4.CharacterLanguageAlphabets",
},
/**
* Define the profile info of a character
*/
characterProfile: {
biography: "DS4.CharacterProfileBiography",
gender: "DS4.CharacterProfileGender",
birthday: "DS4.CharacterProfileBirthday",
birthplace: "DS4.CharacterProfileBirthplace",
age: "DS4.CharacterProfileAge",
height: "DS4.CharacterProfileHeight",
hairColor: "DS4.CharacterProfileHairColor",
weight: "DS4.CharacterProfileWeight",
eyeColor: "DS4.CharacterProfileEyeColor",
specialCharacteristics: "DS4.CharacterProfileSpecialCharacteristics",
},
/**
* Define currency elements of a character
*/
characterCurrency: {
gold: "DS4.CharacterCurrencyGold",
silver: "DS4.CharacterCurrencySilver",
copper: "DS4.CharacterCurrencyCopper",
},
/**
* Define the different creature types a creature can be
*/
creatureTypes: {
animal: "DS4.CreatureTypeAnimal",
construct: "DS4.CreatureTypeConstruct",
humanoid: "DS4.CreatureTypeHumanoid",
magicalEntity: "DS4.CreatureTypeMagicalEntity",
plantBeing: "DS4.CreatureTypePlantBeing",
undead: "DS4.CreatureTypeUndead",
},
/**
* Define the different size categories creatures fall into
*/
creatureSizeCategories: {
tiny: "DS4.CreatureSizeCategoryTiny",
small: "DS4.CreatureSizeCategorySmall",
normal: "DS4.CreatureSizeCategoryNormal",
large: "DS4.CreatureSizeCategoryLarge",
huge: "DS4.CreatureSizeCategoryHuge",
colossal: "DS4.CreatureSizeCategoryColossal",
},
/**
* Define the base info of a creature
*/
creatureBaseInfo: {
loot: "DS4.CreatureBaseInfoLoot",
foeFactor: "DS4.CreatureBaseInfoFoeFactor",
creatureType: "DS4.CreatureBaseInfoCreatureType",
sizeCategory: "DS4.CreatureBaseInfoSizeCategory",
experiencePoints: "DS4.CreatureBaseInfoExperiencePoints",
description: "DS4.CreatureBaseInfoDescription",
},
/**
* Define translations for available distance units
*/
distanceUnits: {
meter: "DS4.UnitMeters",
kilometer: "DS4.UnitKilometers",
custom: "DS4.UnitCustom",
},
/**
* Define abbreviations for available distance units
*/
distanceUnitsAbbr: {
meter: "DS4.UnitMetersAbbr",
kilometer: "DS4.UnitKilometersAbbr",
custom: "DS4.UnitCustomAbbr",
},
/**
* Define translations for available distance units
*/
temporalUnits: {
rounds: "DS4.UnitRounds",
minutes: "DS4.UnitMinutes",
hours: "DS4.UnitHours",
days: "DS4.UnitDays",
custom: "DS4.UnitCustom",
},
/**
* Define abbreviations for available units
*/
temporalUnitsAbbr: {
rounds: "DS4.UnitRoundsAbbr",
minutes: "DS4.UnitMinutesAbbr",
hours: "DS4.UnitHoursAbbr",
days: "DS4.UnitDaysAbbr",
custom: "DS4.UnitCustomAbbr",
},
/**
* Define localization strings for Chat Visibility
*/
chatVisibilities: {
roll: "DS4.ChatVisibilityRoll",
gmroll: "DS4.ChatVisibilityGmRoll",
blindroll: "DS4.ChatVisibilityBlindRoll",
selfroll: "DS4.ChatVisibilitySelfRoll",
},
},
/**
* Define the file paths to icon images
* A dictionary of dictionaries mapping keys to icon file paths.
*/
attackTypesIcons: {
melee: "systems/ds4/assets/icons/official/combat-values/melee-attack.png",
meleeRanged: "systems/ds4/assets/icons/official/combat-values/melee-ranged-attack.png",
ranged: "systems/ds4/assets/icons/official/combat-values/ranged-attack.png",
},
icons: {
/**
* Define the file paths to icon images
*/
attackTypes: {
melee: "systems/ds4/assets/icons/official/combat-values/melee-attack.png",
meleeRanged: "systems/ds4/assets/icons/official/combat-values/melee-ranged-attack.png",
ranged: "systems/ds4/assets/icons/official/combat-values/ranged-attack.png",
},
/**
* Define the file paths to icon images
*/
spellTypesIcons: {
spellcasting: "systems/ds4/assets/icons/official/combat-values/spellcasting.png",
targetedSpellcasting: "systems/ds4/assets/icons/official/combat-values/targeted-spellcasting.png",
},
/**
* Define the set of item availabilties
*/
itemAvailabilities: {
unset: "DS4.ItemAvailabilityUnset",
hamlet: "DS4.ItemAvailabilityHamlet",
village: "DS4.ItemAvailabilityVilage",
city: "DS4.ItemAvailabilityCity",
elves: "DS4.ItemAvailabilityElves",
dwarves: "DS4.ItemAvailabilityDwarves",
nowhere: "DS4.ItemAvailabilityNowhere",
},
/**
* Define the set of item types
*/
itemTypes: {
weapon: "DS4.ItemTypeWeapon",
armor: "DS4.ItemTypeArmor",
shield: "DS4.ItemTypeShield",
spell: "DS4.ItemTypeSpell",
trinket: "DS4.ItemTypeTrinket",
equipment: "DS4.ItemTypeEquipment",
talent: "DS4.ItemTypeTalent",
racialAbility: "DS4.ItemTypeRacialAbility",
language: "DS4.ItemTypeLanguage",
alphabet: "DS4.ItemTypeAlphabet",
specialCreatureAbility: "DS4.ItemTypeSpecialCreatureAbility",
},
/**
* Define the set of armor types, a character may only wear one item of each at any given time
*/
armorTypes: {
body: "DS4.ArmorTypeBody",
helmet: "DS4.ArmorTypeHelmet",
vambrace: "DS4.ArmorTypeVambrace",
greaves: "DS4.ArmorTypeGreaves",
vambraceGreaves: "DS4.ArmorTypeVambraceGreaves",
},
/**
* Define abbreviations for the armor types
*/
armorTypesAbbr: {
body: "DS4.ArmorTypeBodyAbbr",
helmet: "DS4.ArmorTypeHelmetAbbr",
vambrace: "DS4.ArmorTypeVambraceAbbr",
greaves: "DS4.ArmorTypeGreavesAbbr",
vambraceGreaves: "DS4.ArmorTypeVambraceGreavesAbbr",
},
/**
* Define the set of armor materials, used to determine if a characer may wear the armor without additional penalties
*/
armorMaterialTypes: {
cloth: "DS4.ArmorMaterialTypeCloth",
leather: "DS4.ArmorMaterialTypeLeather",
chain: "DS4.ArmorMaterialTypeChain",
plate: "DS4.ArmorMaterialTypePlate",
},
/**
* Define the abbreviations of armor materials
*/
armorMaterialTypesAbbr: {
cloth: "DS4.ArmorMaterialTypeClothAbbr",
leather: "DS4.ArmorMaterialTypeLeatherAbbr",
chain: "DS4.ArmorMaterialTypeChainAbbr",
plate: "DS4.ArmorMaterialTypePlateAbbr",
},
spellTypes: {
spellcasting: "DS4.SpellTypeSpellcasting",
targetedSpellcasting: "DS4.SpellTypeTargetedSpellcasting",
},
spellCategories: {
healing: "DS4.SpellCategoryHealing",
fire: "DS4.SpellCategoryFire",
ice: "DS4.SpellCategoryIce",
light: "DS4.SpellCategoryLight",
darkness: "DS4.SpellCategoryDarkness",
mindAffecting: "DS4.SpellCategoryMindAffecting",
electricity: "DS4.SpellCategoryElectricity",
none: "DS4.SpellCategoryNone",
unset: "DS4.SpellCategoryUnset",
},
/**
* Define the set of actor types
*/
actorTypes: {
character: "DS4.ActorTypeCharacter",
creature: "DS4.ActorTypeCreature",
},
/**
* Define the set of attributes an actor has
*/
attributes: {
body: "DS4.AttributeBody",
mobility: "DS4.AttributeMobility",
mind: "DS4.AttributeMind",
},
/**
* Define the set of traits an actor has
*/
traits: {
strength: "DS4.TraitStrength",
agility: "DS4.TraitAgility",
intellect: "DS4.TraitIntellect",
constitution: "DS4.TraitConstitution",
dexterity: "DS4.TraitDexterity",
aura: "DS4.TraitAura",
},
/**
* Define the set of combat values an actor has
*/
combatValues: {
hitPoints: "DS4.CombatValuesHitPoints",
defense: "DS4.CombatValuesDefense",
initiative: "DS4.CombatValuesInitiative",
movement: "DS4.CombatValuesMovement",
meleeAttack: "DS4.CombatValuesMeleeAttack",
rangedAttack: "DS4.CombatValuesRangedAttack",
spellcasting: "DS4.CombatValuesSpellcasting",
targetedSpellcasting: "DS4.CombatValuesTargetedSpellcasting",
},
/**
* Define the base info of a character
*/
characterBaseInfo: {
race: "DS4.CharacterBaseInfoRace",
class: "DS4.CharacterBaseInfoClass",
heroClass: "DS4.CharacterBaseInfoHeroClass",
culture: "DS4.CharacterBaseInfoCulture",
},
/**
* Define the progression info of a character
*/
characterProgression: {
level: "DS4.CharacterProgressionLevel",
experiencePoints: "DS4.CharacterProgressionExperiencePoints",
talentPoints: "DS4.CharacterProgressionTalentPoints",
progressPoints: "DS4.CharacterProgressionProgressPoints",
},
/**
* Define the language info of a character
*/
characterLanguage: {
languages: "DS4.CharacterLanguageLanguages",
alphabets: "DS4.CharacterLanguageAlphabets",
},
/**
* Define the profile info of a character
*/
characterProfile: {
biography: "DS4.CharacterProfileBiography",
gender: "DS4.CharacterProfileGender",
birthday: "DS4.CharacterProfileBirthday",
birthplace: "DS4.CharacterProfileBirthplace",
age: "DS4.CharacterProfileAge",
height: "DS4.CharacterProfileHeight",
hairColor: "DS4.CharacterProfileHairColor",
weight: "DS4.CharacterProfileWeight",
eyeColor: "DS4.CharacterProfileEyeColor",
specialCharacteristics: "DS4.CharacterProfileSpecialCharacteristics",
/**
* Define the file paths to icon images
*/
spellTypes: {
spellcasting: "systems/ds4/assets/icons/official/combat-values/spellcasting.png",
targetedSpellcasting: "systems/ds4/assets/icons/official/combat-values/targeted-spellcasting.png",
},
},
/**
@ -225,98 +330,4 @@ export const DS4 = {
eyeColor: "String",
specialCharacteristics: "String",
},
/**
* Define currency elements of a character
*/
characterCurrency: {
gold: "DS4.CharacterCurrencyGold",
silver: "DS4.CharacterCurrencySilver",
copper: "DS4.CharacterCurrencyCopper",
},
/**
* Define the different creature types a creature can be
*/
creatureTypes: {
animal: "DS4.CreatureTypeAnimal",
construct: "DS4.CreatureTypeConstruct",
humanoid: "DS4.CreatureTypeHumanoid",
magicalEntity: "DS4.CreatureTypeMagicalEntity",
plantBeing: "DS4.CreatureTypePlantBeing",
undead: "DS4.CreatureTypeUndead",
},
/**
* Define the different size categories creatures fall into
*/
creatureSizeCategories: {
tiny: "DS4.CreatureSizeCategoryTiny",
small: "DS4.CreatureSizeCategorySmall",
normal: "DS4.CreatureSizeCategoryNormal",
large: "DS4.CreatureSizeCategoryLarge",
huge: "DS4.CreatureSizeCategoryHuge",
colossal: "DS4.CreatureSizeCategoryColossal",
},
/**
* Define the base info of a creature
*/
creatureBaseInfo: {
loot: "DS4.CreatureBaseInfoLoot",
foeFactor: "DS4.CreatureBaseInfoFoeFactor",
creatureType: "DS4.CreatureBaseInfoCreatureType",
sizeCategory: "DS4.CreatureBaseInfoSizeCategory",
experiencePoints: "DS4.CreatureBaseInfoExperiencePoints",
description: "DS4.CreatureBaseInfoDescription",
},
/**
* Define translations for available distance units
*/
distanceUnits: {
meter: "DS4.UnitMeters",
kilometer: "DS4.UnitKilometers",
custom: "DS4.UnitCustom",
},
/**
* Define abbreviations for available distance units
*/
distanceUnitsAbbr: {
meter: "DS4.UnitMetersAbbr",
kilometer: "DS4.UnitKilometersAbbr",
custom: "DS4.UnitCustomAbbr",
},
/**
* Define translations for available distance units
*/
temporalUnits: {
rounds: "DS4.UnitRounds",
minutes: "DS4.UnitMinutes",
hours: "DS4.UnitHours",
days: "DS4.UnitDays",
custom: "DS4.UnitCustom",
},
/**
* Define abbreviations for available units
*/
temporalUnitsAbbr: {
rounds: "DS4.UnitRoundsAbbr",
minutes: "DS4.UnitMinutesAbbr",
hours: "DS4.UnitHoursAbbr",
days: "DS4.UnitDaysAbbr",
custom: "DS4.UnitCustomAbbr",
},
/**
* Define localization strings for Chat Visibility
*/
chatVisibilities: {
roll: "DS4.ChatVisibilityRoll",
gmroll: "DS4.ChatVisibilityGmRoll",
blindroll: "DS4.ChatVisibilityBlindRoll",
selfroll: "DS4.ChatVisibilitySelfRoll",
},
};

View file

@ -29,8 +29,8 @@ Hooks.once("init", async function () {
CONFIG.Item.entityClass = DS4Item as typeof Item;
// Define localized type labels
CONFIG.Actor.typeLabels = DS4.actorTypes;
CONFIG.Item.typeLabels = DS4.itemTypes;
CONFIG.Actor.typeLabels = DS4.i18n.actorTypes;
CONFIG.Item.typeLabels = DS4.i18n.itemTypes;
// Configure Dice
CONFIG.Dice.types = [Die, DS4Check];
@ -84,46 +84,16 @@ async function registerHandlebarsPartials() {
* This function runs after game data has been requested and loaded from the servers, so entities exist
*/
Hooks.once("setup", function () {
// Localize CONFIG objects once up-front
const toLocalize = [
"attackTypes",
"itemAvailabilities",
"itemTypes",
"armorTypes",
"armorTypesAbbr",
"armorMaterialTypes",
"armorMaterialTypesAbbr",
"armorMaterialTypes",
"spellTypes",
"spellCategories",
"attributes",
"traits",
"combatValues",
"characterBaseInfo",
"characterProgression",
"characterLanguage",
"characterProfile",
"characterCurrency",
"creatureTypes",
"creatureSizeCategories",
"creatureBaseInfo",
"temporalUnits",
"temporalUnitsAbbr",
"distanceUnits",
"distanceUnitsAbbr",
"chatVisibilities",
];
// Exclude some from sorting where the default order matters
const noSort = ["attributes", "traits", "combatValues", "creatureSizeCategories"];
// Localize and sort CONFIG objects
for (const o of toLocalize) {
const localized = Object.entries(CONFIG.DS4[o]).map((e) => {
for (const o of Object.keys(CONFIG.DS4.i18n)) {
const localized = Object.entries(CONFIG.DS4.i18n[o]).map((e) => {
return [e[0], game.i18n.localize(e[1] as string)];
});
if (!noSort.includes(o)) localized.sort((a, b) => a[1].localeCompare(b[1]));
CONFIG.DS4[o] = localized.reduce((obj, e) => {
CONFIG.DS4.i18n[o] = localized.reduce((obj, e) => {
obj[e[0]] = e[1];
return obj;
}, {});
@ -133,3 +103,21 @@ Hooks.once("setup", function () {
Hooks.once("ready", function () {
migration.migrate();
});
/**
* Select the text of input elements in given sheets via onfocus listener.
* The hook names are of the form "render"+sheet_superclassname and are called within
* the render() method of the foundry Application class.
* Note: The render hooks of all classes in the class hierarchy are called,
* so e.g. for a Dialog, both "renderDialog" and "renderApplication" are called
* (in this order).
*/
["renderApplication", "renderActorSheet", "renderItemSheet"].forEach((hookName: string) => {
Hooks.on(hookName, (app: Dialog, html: JQueryStatic, data: any) => {
$(html)
.find("input")
.on("focus", (ev: JQuery.FocusEvent<HTMLInputElement>) => {
ev.currentTarget.select();
});
});
});

View file

@ -1,7 +1,7 @@
import { ModifiableData } from "../common/common-data";
import { DS4 } from "../config";
export type ItemType = keyof typeof DS4.itemTypes;
export type ItemType = keyof typeof DS4.i18n.itemTypes;
export type DS4ItemDataType =
| DS4Weapon