bol/module/actor/actor.js
2021-11-08 14:40:29 +01:00

269 lines
8.2 KiB
JavaScript

import { BoLRollDialog } from "../system/roll-dialog.js";
import { BoLUtility } from "../system/bol-utility.js";
/**
* 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 {
/** @override */
prepareData() {
super.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.
if (actorData.type === 'character') {
this._prepareCharacterData(actorData);
}
}
/**
* Prepare Character type specific data
*/
_prepareCharacterData(actorData) {
let newVitality = 10 + this.data.data.attributes.vigor.value;
if ( newVitality != this.data.data.resources.hp.max) {
this.data.data.resources.hp.max = newVitality;
this.update( { 'data.resources.hp.max': newVitality});
}
}
/* -------------------------------------------- */
get itemData(){
return Array.from(this.data.items.values()).map(i => i.data);
}
get details() {
return this.data.data.details;
}
get attributes() {
return Object.values(this.data.data.attributes);
}
get aptitudes() {
return Object.values(this.data.data.aptitudes);
}
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 weapons() {
return this.itemData.filter(i => i.type === "item" && i.data.subtype === "weapon");
}
get armors() {
return this.itemData.filter(i => i.type === "item" && i.data.subtype === "armor" && i.data.worn === true);
}
get helms() {
return this.itemData.filter(i => i.type === "item" && i.data.subtype === "helm" && i.data.worn === true);
}
get shields() {
return this.itemData.filter(i => i.type === "item" && i.data.subtype === "shield" && i.data.worn === true);
}
get protections() {
return this.armors.concat(this.helms)
}
get melee() {
return this.weapons.filter(i => i.data.properties.melee === true && i.data.worn === true);
}
get ranged() {
return this.weapons.filter(i => i.data.properties.ranged === true && i.data.worn === true);
}
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
}
};
}
/* -------------------------------------------- */
buildRollData(mode, title) {
return {
mode : mode,
title : title,
actorId: this.id,
actorImg: this.img,
boons : this.boons,
flaws : this.flaws,
d6Bonus: 0,
d6Malus: 0,
rollMode: game.settings.get("core", "rollMode"),
optionsBonusMalus: BoLUtility.buildListOptions(-8, +2),
bonusMalus: 0
}
}
saveRollData( rollData) {
this.currentRollData = rollData;
}
/* -------------------------------------------- */
async rollAttributeAptitude( attrKey ) {
let attr = this.data.data.attributes[attrKey];
if ( !attr) {
attr = this.data.data.aptitudes[attrKey];
}
if (attr) {
let rollData = this.buildRollData("attribute", game.i18n.localize(attr.label));
rollData.attribute = duplicate(attr);
let rollDialog = await BoLRollDialog.create( this, rollData);
rollDialog.render( true );
} else {
ui.notifications.warn("Unable to find attribute " + attrKey );
}
}
/* -------------------------------------------- */
async rollCareer( careerId ) {
let career = BoLUtility.data(this.data.items.find( item => item.type == 'feature' && item.id == careerId));
if (career) {
let rollData = this.buildRollData("career", `${career.name} : ${career.data.rank}`);
rollData.career = career;
rollData.rollAttribute = 'mind';
rollData.attributes = duplicate(this.data.data.attributes);
let rollDialog = await BoLRollDialog.create( this, rollData);
rollDialog.render( true );
} else {
ui.notifications.warn("Unable to find career for actor " + this.name + " - Career ID " + careerId);
}
}
/* -------------------------------------------- */
async rollWeapon( weaponId ) {
let weapon = BoLUtility.data(this.data.items.find( item => item.type == 'item' && item.id == weaponId));
if (weapon) {
let target = BoLUtility.getTarget();
// if ( !target) {
// ui.notifications.warn("You must have a target to attack with a Weapon");
// return;
// }
let objectDefender = (target) ? BoLUtility.data(game.actors.get(target.data.actorId)) : null;
objectDefender = (objectDefender) ? mergeObject(objectDefender, target.data.actorData) : null;
let rollData = this.buildRollData("weapon", weapon.name);
rollData.weapon = weapon;
rollData.target = target;
rollData.isRanged = BoLUtility.isRangedWeapon( weapon );
rollData.defender = objectDefender;
rollData.rollAttribute = 'agility';
rollData.attributes = duplicate(this.data.data.attributes); // For damage bonus
rollData.rangeModifier = 0;
if ( weapon.data.type == 'melee') {
rollData.aptitude = duplicate(this.data.data.aptitudes.melee);
} else {
rollData.aptitude = duplicate(this.data.data.aptitudes.ranged);
}
console.log("WEAPON ! ", rollData);
let rollDialog = await BoLRollDialog.create( this, rollData);
rollDialog.render( true );
} else {
ui.notifications.warn("Unable to find weapon for actor " + this.name + " - Weapon ID " + weaponId);
}
}
/**
*
* @param {*} item
* @param {*} bypassChecks
* @returns
*/
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);
}
}
}