foundryvtt-reve-de-dragon/module/actor.js

67 lines
1.9 KiB
JavaScript

/**
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
* @extends {Actor}
*/
export class RdDActor extends Actor {
prepareData() {
super.prepareData();
const actorData = this.data;
const data = actorData.data;
const flags = actorData.flags;
const comp = { "base": [],
"mêlée": [],
"tir": [],
"particulières": [],
"spécialisées": [],
"connaissances": [],
"draconic": []
}
// 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) {
for (let i of actorData.items)
{
if (i.type === "compétence") {
comp[i.catégorie].push( i );
}
}
}
/** @override */
getRollData() {
const data = super.getRollData();
const shorthand = game.settings.get("foundryvtt-reve-de-dragon", "macroShorthand");
// Re-map all attributes onto the base roll data
if ( !!shorthand ) {
for ( let [k, v] of Object.entries(data.attributes) ) {
if ( !(k in data) ) data[k] = v.value;
}
delete data.attributes;
}
// Map all items data using their slugified names
data.items = this.data.items.reduce((obj, i) => {
let key = i.name.slugify({strict: true});
let itemData = duplicate(i.data);
if ( !!shorthand ) {
for ( let [k, v] of Object.entries(itemData.attributes) ) {
if ( !(k in itemData) ) itemData[k] = v.value;
}
delete itemData["attributes"];
}
obj[key] = itemData;
return obj;
}, {});
return data;
}
}