bol/module/actor/actor.js

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import { BoLDefaultRoll } from "../controllers/bol-rolls.js";
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/**
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
* @extends {Actor}
*/
export class BoLActor extends Actor {
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/** @override */
prepareData() {
const actorData = this.data;
// console.log(actorData);
// const data = actorData.data;
// const flags = actorData.flags;
// Make separate methods for each Actor type (character, npc, etc.) to keep things organized.
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if (actorData.type === 'character') {
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actorData.type = 'player';
actorData.villainy = false;
}
if (actorData.type === 'encounter') {
actorData.type = 'tough';
actorData.villainy = true;
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}
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super.prepareData();
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}
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/* -------------------------------------------- */
//_onUpdate(changed, options, user) {
//
//}
/* -------------------------------------------- */
updateResourcesData( ) {
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if ( this.type == 'character') {
let newVitality = 10 + this.data.data.attributes.vigor.value + this.data.data.resources.hp.bonus
if ( this.data.data.resources.hp.max != newVitality) {
this.update( {'data.resources.hp.max': newVitality} );
}
let newPower = 10 + this.data.data.attributes.mind.value + this.data.data.resources.power.bonus
if ( this.data.data.resources.power.max != newPower) {
this.update( {'data.resources.power.max': newPower} );
}
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}
}
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/* -------------------------------------------- */
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prepareDerivedData() {
super.prepareDerivedData()
this.updateResourcesData()
this.manageHealthState();
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}
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/* -------------------------------------------- */
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get itemData(){
return Array.from(this.data.items.values()).map(i => i.data);
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}
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get details() {
return this.data.data.details;
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}
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get attributes() {
return Object.values(this.data.data.attributes);
}
get aptitudes() {
return Object.values(this.data.data.aptitudes);
}
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get defenseValue() {
return this.data.data.aptitudes.def.value;
}
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get resources() {
return Object.values(this.data.data.resources);
}
get boons() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "boon");
}
get flaws() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "flaw");
}
get careers() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "career");
}
get origins() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "origin");
}
get races() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "race");
}
get languages() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "language");
}
get features() {
return this.itemData.filter(i => i.type === "feature");
}
get equipment() {
return this.itemData.filter(i => i.type === "item");
}
get armors() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "armor");
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}
get helms() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "helm");
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}
get shields() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "shield");
}
get weapons() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "weapon");
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}
get protections() {
return this.armors.concat(this.helms).concat(this.shields)
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}
get melee() {
return this.weapons.filter(i => i.data.properties.melee === true);
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}
get ranged() {
return this.weapons.filter(i => i.data.properties.ranged === true);
}
get containers() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "container");
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}
get treasure() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "currency");
}
get vehicles() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "vehicle");
}
get ammos() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "ammunition");
}
get misc() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && (i.data.subtype === "other" ||i.data.subtype === "container" ||i.data.subtype === "scroll" || i.data.subtype === "jewel"));
}
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heroReroll( ) {
if (this.type == 'character') {
return this.data.data.resources.hero.value > 0;
} else {
if (this.data.data.type == 'adversary') {
return this.data.data.resources.hero.value > 0;
}
}
return false
}
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getResourcesFromType() {
let resources = {};
if (this.type == 'encounter') {
resources['hp'] = this.data.data.resources.hp;
if (this.data.data.type != 'base') {
resources['faith'] = this.data.data.resources.faith
resources['power'] = this.data.data.resources.power
}
if (this.data.data.type == 'adversary') {
resources['hero'] = duplicate(this.data.data.resources.hero)
resources['hero'].label = "BOL.resources.villainy"
}
} else {
resources = this.data.data.resources;
}
return resources
}
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buildFeatures(){
return {
"careers": {
"label": "BOL.featureCategory.careers",
"ranked": true,
"items": this.careers
},
"origins": {
"label": "BOL.featureCategory.origins",
"ranked": false,
"items": this.origins
},
"races": {
"label": "BOL.featureCategory.races",
"ranked": false,
"items": this.races
},
"boons": {
"label": "BOL.featureCategory.boons",
"ranked": false,
"items": this.boons
},
"flaws": {
"label": "BOL.featureCategory.flaws",
"ranked": false,
"items": this.flaws
},
"languages": {
"label": "BOL.featureCategory.languages",
"ranked": false,
"items": this.languages
}
};
}
buildCombat(){
return {
"melee" : {
"label" : "BOL.combatCategory.melee",
"weapon" : true,
"protection" : false,
"blocking" : false,
"ranged" : false,
"items" : this.melee
},
"ranged" : {
"label" : "BOL.combatCategory.ranged",
"weapon" : true,
"protection" : false,
"blocking" : false,
"ranged" : true,
"items" : this.ranged
},
"protections" : {
"label" : "BOL.combatCategory.protections",
"weapon" : false,
"protection" : true,
"blocking" : false,
"ranged" : false,
"items" : this.protections
},
"shields" : {
"label" : "BOL.combatCategory.shields",
"weapon" : false,
"protection" : false,
"blocking" : true,
"ranged" : false,
"items" : this.shields
}
};
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}
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/*-------------------------------------------- */
manageHealthState() {
if (this.data.data.resources.hp.value == 0 ) {
// TODO : Message pour depense heroisme
}
}
/*-------------------------------------------- */
async subHeroPoints( nb) {
let newHeroP = this.data.data.resources.hero.value - nb;
newHeroP = (newHeroP < 0 ) ? 0 : newHeroP;
await this.update( { 'data.resources.hero.value': newHeroP} );
}
/*-------------------------------------------- */
async sufferDamage( damage) {
let newHP = this.data.data.resources.hp.value - damage;
await this.update( { 'data.resources.hp.value': newHP} );
}
/* -------------------------------------------- */
getArmorFormula( ) {
let protectWorn = this.protections.filter( item => item.data.worn);
let formula = ""
console.log("Protections: ", protectWorn)
for (let protect of protectWorn) {
if ( protect.data.subtype == 'helm') {
formula += "+1"
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} else if ( protect.data.subtype == 'armor') {
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formula += "+" + protect.data.properties.soak.formula;
}
}
console.log("Protect Formula", formula)
return (formula == "") ? 0 :formula;
}
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/* -------------------------------------------- */
rollProtection( itemId) {
let armor = this.data.items.get( itemId )
if ( armor ) {
let armorFormula = armor.data.data.properties.soak.formula;
let rollArmor = new Roll(armorFormula)
rollArmor.roll( {async: false} ).toMessage();
}
}
/* -------------------------------------------- */
rollWeaponDamage( itemId) {
let weapon = this.data.items.get(itemId )
if ( weapon ) {
console.log("WE", weapon)
let r = new BoLDefaultRoll( { id: randomID(16), isSuccess: true, mode: "weapon", weapon: weapon, actor: this} )
r.setSuccess(true)
r.processResult()
}
}
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/* -------------------------------------------- */
toggleEquipItem(item) {
const equipable = item.data.data.properties.equipable;
if(equipable){
let itemData = duplicate(item.data);
itemData.data.worn = !itemData.data.worn;
return item.update(itemData);
}
}
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}