/**
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
* @extends {Actor}
*/
import { RdDUtility } from "./rdd-utility.js";
import { RdDRollDialog } from "./rdd-roll-dialog.js";
export class RdDActor extends Actor {
/* -------------------------------------------- */
/**
* Override the create() function to provide additional RdD functionality.
*
* This overrided create() function adds initial items
* Namely: Basic skills, money,
*
* @param {Object} data Barebones actor data which this function adds onto.
* @param {Object} options (Unused) Additional options which customize the creation workflow.
*
*/
static async create(data, options) {
// If the created actor has items (only applicable to duplicated actors) bypass the new actor creation logic
if (data.items) {
return super.create(data, options);
}
data.items = [];
if (data.type == "personnage")
{
let competences = [];
const pack = game.packs.get("foundryvtt-reve-de-dragon.competences");
await pack.getIndex().then(index => competences = index);
for (let comp of competences)
{
let compItem = undefined;
await pack.getEntity(comp._id).then(skill => compItem = skill);
data.items.push(compItem);
}
}
super.create(data, options);
}
/* -------------------------------------------- */
prepareData() {
super.prepareData();
const actorData = this.data;
const data = actorData.data;
const flags = actorData.flags;
// Make separate methods for each Actor type (character, npc, etc.) to keep
// things organized.
if (actorData.type === 'personnage') this._prepareCharacterData(actorData);
}
/* -------------------------------------------- */
/**
* Prepare Character type specific data
*/
_prepareCharacterData(actorData) {
// Initialize empty items
RdDUtility.computeCarac(actorData.data);
this.computeEtatGeneral();
}
/* -------------------------------------------- */
async performRoll( rollData ) {
let myroll = new Roll("d100");
myroll.roll();
let quality = "Echec";
let xpmsg = "";
let tache = 0;
//console.log(">>> ROLL", rollData.selectedCarac.label, rollData.rollTarget.score, myroll.total );
let result = myroll.total;
if (result <= rollData.rollTarget.part) {
quality = "Réussite Particulière!";
if ( rollData.finalLevel < 0 ) {
let xpcarac = Math.floor( Math.abs(rollData.finalLevel) / 2);
let xpcomp = (Math.abs(rollData.finalLevel) % 2 == 1) ? xpcarac+1 : xpcarac;
xpmsg = "
Points d'expérience gagné ! " + xpcarac + " - " + xpcomp;
}
rollData.pointsDeTache = 4;
rollData.qualite = 2;
} else if (result <= (rollData.rollTarget.score /2) ) {
quality = "Réussite Significative";
rollData.pointsDeTache = 2;
rollData.qualite = 1;
} else if (result <= (rollData.rollTarget.score) ) {
quality = "Réussite Normale";
rollData.pointsDeTache = 1;
rollData.qualite = 0;
} else if (result < (rollData.rollTarget.epart) ) {
quality = "Echec Normal";
rollData.pointsDeTache = 0;
rollData.qualite = -2;
} else if (result < (rollData.rollTarget.etotal) ) {
quality = "Echec Particulier";
rollData.pointsDeTache = -2;
rollData.qualite = -4;
} else if (result >= (rollData.rollTarget.etotal) ) {
quality = "Echec Total";
rollData.pointsDeTache = -4;
rollData.qualite = -6;
}
// Manage weapon categories when parrying (cf. page 115 )
let need_significative = false; // Do we need to have a sgnificative ?
let need_resist = false; // Do we need to have a sgnificative ?
if ( rollData.arme && rollData.attackerRoll ) { // Manage parade depeding on weapon type, and change roll results
let attCategory = RdDUtility.getArmeCategory( rollData.attackerRoll.arme );
let defCategory = RdDUtility.getArmeCategory( rollData.arme );
if ( defCategory == "bouclier" )
need_significative = true;
else if ( attCategory != defCategory )
need_significative = true;
if ( attCategory.match("epee") && ( defCategory == "hache" || defCategory == "lance") )
need_resist = true;
}
// Sonne management or if need_significative is set
if ( this.data.data.sante.sonne.value || need_significative) {
if (rollData.pointsDeTache >= 2 ) { // Reussite normale dès que significative
quality = "Réussite Normale";
rollData.pointsDeTache = 1;
rollData.qualite = 0;
} else if (rollData.pointsDeTache < 2 ) { // Not a "significative"
quality = "Echec Normal";
rollData.pointsDeTache = 0;
rollData.qualite = -2;
}
}
// Fight management !
let defenseMsg;
let encaisser = false;
let specialStr = "
Points de taches : " + rollData.pointsDeTache; // Per default
if ( rollData.arme ) { // In case of fight, replace the "tache" message per dommages + localization. "tache" indicates if result is OK or not
if ( rollData.attackerRoll) { // Defense case !
if ( rollData.pointsDeTache > 0 ) { // Réussite !
specialStr = "
Attaque parée/esquivée !";
} else {
specialStr = "
Esquive/Parade échouée, encaissement !";
encaisser = true;
}
} else { // This is the attack roll!
if ( rollData.pointsDeTache > 0 ) {
let myroll = new Roll("2d10");
myroll.roll();
rollData.domArmePlusDom = parseInt(rollData.arme.data.dommages);
if ( rollData.selectedCarac.label == "Mêlée" ) // +dom only for Melee
rollData.domArmePlusDom += parseInt(this.data.data.attributs.plusdom.value);
if ( rollData.selectedCarac.label == "Lancer" ) { // +dom only for Melee/Lancer
let bdom = parseInt(this.data.data.attributs.plusdom.value);
if ( bdom > parseInt(rollData.arme.data.dommages)*2 )
bdom = parseInt(rollData.arme.data.dommages)*2;
rollData.domArmePlusDom += bdom
}
rollData.degats = parseInt(myroll.result) + rollData.domArmePlusDom;
rollData.loc = RdDUtility.getLocalisation();
for (let target of game.user.targets) {
defenseMsg = RdDUtility.buildDefenseChatCard(this, target, rollData );
specialStr = "
Cible : " + target.actor.data.name;
}
specialStr += "
Dommages : " + rollData.degats + "
Localisation : " + rollData.loc.label;
} else {
specialStr = "
Echec ! Pas de dommages";
}
}
}
// Save it for fight
await this.setFlag( "foundryvtt-reve-de-dragon", "rollData", undefined );
await this.setFlag( "foundryvtt-reve-de-dragon", "rollData", rollData );
let lvl = (rollData.competence) ? rollData.competence.name : rollData.bmValue;
let chatOptions = { content: "Test : " + rollData.selectedCarac.label + " / " + lvl + "
Jet : " +
rollData.selectedCarac.value + " / " + rollData.finalLevelStr + " -> " + rollData.rollTarget.score + "%
Résutat : " + myroll.total + "
" +
"" + quality + "" + specialStr + xpmsg,
user: game.user._id,
title: "Résultat du test"
}
ChatMessage.create( chatOptions );
// This an attack, generate the defense message
if ( defenseMsg ) { // target hit !
ChatMessage.create( defenseMsg );
}
// Get damages!
if ( encaisser ) {
this.encaisserDommages( rollData.attackerRoll );
}
}
/* -------------------------------------------- */
updateCarac( caracName, caracValue )
{
let caracpath = "data.carac." + caracName + ".value"
this.update( { caracpath: caracValue } );
}
/* -------------------------------------------- */
async updateCompetence( compName, compValue )
{
let comp = RdDUtility.findCompetence( this.data.items, compName);
if ( comp ) {
const update = {_id: comp._id, 'data.niveau': compValue };
const updated = await this.updateEmbeddedEntity("OwnedItem", update); // Updates one EmbeddedEntity
} else {
console.log("Competence not found", compName);
}
}
/* -------------------------------------------- */
async updateCompetenceXP( compName, compValue )
{
let comp = RdDUtility.findCompetence( this.data.items, compName);
if ( comp ) {
const update = {_id: comp._id, 'data.xp': compValue };
const updated = await this.updateEmbeddedEntity("OwnedItem", update); // Updates one EmbeddedEntity
} else {
console.log("Competence not found", compName);
}
}
/* -------------------------------------------- */
computeEtatGeneral( )
{
let data = this.data.data;
let state = 0;
state = state - (data.sante.vie.max - data.sante.vie.value);
state = state + RdDUtility.currentFatigueMalus(data.sante.fatigue.value, data.sante.endurance.max);
data.compteurs.etat.value = state;
}
/* -------------------------------------------- */
testSiSonne( sante, endurance )
{
let myroll = new Roll("d20");
myroll.roll();
let result = myroll.total;
if ( result <= endurance.value)
sante.sonne.value = false;
if ( result > endurance.value || result == 20) // 20 is always a failure
sante.sonne.value = true;
if (result == 1) {
sante.sonne.value = false;
let xp = parseInt(this.data.data.carac.constitution.xp) + parseInt(1);
this.update( {"data.carac.constitution.xp": xp } ); // +1 XP !
// TODO : Output to chat
}
}
/* -------------------------------------------- */
async santeIncDec(name, inc ) {
const sante = duplicate(this.data.data.sante);
let data = sante[name];
let lastValue = data.value; // Useful for Endurance and Sonné
data.value = data.value + inc;
if ( data.value > data.max ) data.value = data.max;
if ( data.value < 0 ) data.value = 0;
if (name == "endurance") {
if ( inc < 0 ) // Each endurance lost -> fatigue lost
sante.fatigue.value = sante.fatigue.value - inc
// If endurance is 0 -> -1 vie
if ( data.value == 0 && sante.vie.value > 0) {
sante.vie.value = sante.vie.value - 1;
}
let diffVie = sante.vie.max - sante.vie.value;
if ( data.value > data.max - (diffVie*2) ) {
data.value = data.max - (diffVie*2);
}
if ( data.value < 0 ) data.value = 0; // Security
let blessures = this.data.data.blessures;
let maxEnd = Math.floor( data.max / blessures.graves.nombre);
if (data.value > maxEnd ) data.value = maxEnd;
if ( blessures.critiques.nombre > 0 && data.value > 1) data.value = 1;
if (lastValue - data.value > 1) this.testSiSonne(sante, data); // Peut-être sonné si 2 points d'endurance perdus d'un coup
}
console.log(name, inc, data.value);
let diffEndurance = sante.endurance.max - this.data.data.sante.endurance.value;
if ( sante.fatigue.value < diffEndurance) // If endurance lost, then the same amount of fatigue cannot be recovered
sante.fatigue.value = diffEndurance;
console.log("SANTE::::", sante);
await this.update( {"data.sante": sante } );
}
/* -------------------------------------------- */
manageBlessures( blessuresData )
{
if ( blessuresData.legeres > 0 || blessuresData.graves > 0 || blessuresData.critiques > 0 ) {
let blessures = duplicate(this.data.data.blessures);
while ( blessuresData.legeres > 0 ) {
let nLegeres = 0;
for (let k=0; k 0 )
blessuresData.graves += 1;
while ( blessuresData.graves > 0) {
let nGraves = 0;
for (let k=0; k 0 )
blessuresData.critiques = 1;
if ( blessuresData.critiques > 0 ) {
blessuresData.endurance = this.data.data.sante.endurance.value; // Patch with real endurance current value (ie end -> 0 when critique)
blessures.critiques.liste[0].active = true;
blessures.critiques.liste[0].loc = blessuresData.locName;
}
this.update( { "data.blessures": blessures } );
}
}
/* -------------------------------------------- */
async rollCarac( caracName )
{
let rollData = {
"selectedCarac": this.data.data.carac[caracName],
"bonusmalusTable": CONFIG.RDD.bonusmalus,
"etat": this.data.data.compteurs.etat.value,
"finalLevel": 0,
"bmValue": 0
}
console.log(caracName, rollData);
let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-roll-carac.html', rollData);
new RdDRollDialog("carac", html, rollData, this ).render(true);
}
/* -------------------------------------------- */
rollArme( armeName )
{
let armeItem = RdDUtility.findCompetence( this.data.items, armeName );
if ( armeItem && armeItem.data.competence )
this.rollCompetence( armeItem.data.competence, armeItem );
else
this.rollCompetence( armeName ); //Bypass mode!
}
/* -------------------------------------------- */
async rollCompetence( compName, armeItem=undefined, attackerRoll=undefined )
{
console.log("!!!!!!", compName, armeItem);
let compItem = RdDUtility.findCompetence( this.data.items, compName);
let rollData = {
"competence": compItem,
"arme": armeItem,
"carac": this.data.data.carac,
"bonusmalusTable": CONFIG.RDD.bonusmalus,
"etat": this.data.data.compteurs.etat.value,
"bmValue": (attackerRoll) ? attackerRoll.bmValue : 0,
"attackerRoll": attackerRoll,
"finalLevel": 0
}
let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html', rollData);
if (armeItem) {
new RdDRollDialog("arme", html, rollData, this ).render(true);
} else {
new RdDRollDialog("competence", html, rollData, this ).render(true);
}
}
/* -------------------------------------------- */
equiperObjet( itemID )
{
let item = this.getOwnedItem(itemID);
if ( item && item.data.data ) {
let update = duplicate(item);
update.data.equipe = !update.data.equipe;
this.updateEmbeddedEntity("OwnedItem", update);
}
}
/* -------------------------------------------- */
computeArmure( locData, domArmePlusDom )
{
let protection = 0;
for (const item of this.data.items) {
if (item.type == "armure" && item.data.equipe) {
let update = duplicate(item);
let myroll = new Roll(update.data.protection.toString());
myroll.roll();
protection += myroll.total;
update.data.deterioration += domArmePlusDom;
domArmePlusDom = 0; // Reset it
if ( update.data.deterioration >= 10) {
update.data.deterioration = 0;
if ( update.data.protection.toString().length == 1 )
update.data.protection = "d"+update.data.protection+"-0";
else {
let regex = /d\(d+)\-(\d+)/g;
let res = regex.exec( update.data.protection );
update.data.protection = "d"+res[1]+"-"+(parseInt(res[2])+1);
}
/* TODO - POST chat message */
}
this.updateEmbeddedEntity("OwnedItem", update);
}
}
console.log("Final protect", protection);
return protection;
}
/* -------------------------------------------- */
encaisserDommages( attackerRoll )
{
//let attackerRoll = rollData.attackerRoll;
let degatsReel = attackerRoll.degats - this.computeArmure(attackerRoll.loc, attackerRoll.domArmePlusDom);
console.log("RollData from attacker!", attackerRoll, degatsReel);
let result = RdDUtility.computeBlessuresSante(degatsReel);
this.santeIncDec("vie", result.vie);
this.santeIncDec("endurance", result.endurance);
result.locName = attackerRoll.loc.label; // Add the localisation namme
this.manageBlessures( result ); // Will upate the result table
ChatMessage.create( {title: "Blessures !", content: this.data.name + " a encaissé : " +
"
" + result.legeres + " légères, " + result.graves + " graves et " +
result.critiques + " critique." +
"
Et perdu : " +
"
" + result.endurance + " Endurance et " + result.vie + " Points de Vie" } );
this.computeEtatGeneral();
this.sheet.render(true);
}
/* -------------------------------------------- */
parerAttaque( attackerRoll, armeId )
{
let armeItem = this.getOwnedItem(armeId); // Item.data.data !
console.log("Going to PARY !!!!!!!!!", armeItem, attackerRoll.bmValue);
this.rollCompetence( armeItem.data.data.competence, armeItem.data, attackerRoll );
}
/* -------------------------------------------- */
/** @override */
getRollData() {
const data = super.getRollData();
return data;
}
}