157 lines
5.2 KiB
JavaScript
157 lines
5.2 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();
|
|
|
|
console.debug("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});
|
|
}
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
getBoons() {
|
|
return this.data.items.filter(i => i.type === "feature" && i.data.subtype === "boon");
|
|
}
|
|
/* -------------------------------------------- */
|
|
getFlaws() {
|
|
return this.data.items.filter(i => i.type === "feature" && i.data.subtype === "flaw");
|
|
}
|
|
/* -------------------------------------------- */
|
|
getCareers() {
|
|
return this.data.items.filter(i => i.type === "feature" && i.data.subtype === "career");
|
|
}
|
|
/* -------------------------------------------- */
|
|
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 = {
|
|
mode : "attribute",
|
|
actorId: this.id,
|
|
actorImg: this.img,
|
|
attribute: duplicate(attr),
|
|
boons : this.getBoons(),
|
|
flaws : this.getFlaws(),
|
|
d6Bonus: 0,
|
|
d6Malus: 0,
|
|
rollMode: game.settings.get("core", "rollMode"),
|
|
title: game.i18n.localize(attr.label),
|
|
optionsBonusMalus: BoLUtility.buildListOptions(-8, +2),
|
|
bonusMalus: 0
|
|
}
|
|
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 = {
|
|
mode : "career",
|
|
actorId: this.id,
|
|
actorImg: this.img,
|
|
career : career,
|
|
rollAttribute: 'mind',
|
|
attributes : duplicate(this.data.data.attributes),
|
|
boons : this.getBoons(),
|
|
flaws : this.getFlaws(),
|
|
d6Bonus: 0,
|
|
d6Malus: 0,
|
|
rollMode: game.settings.get("core", "rollMode"),
|
|
title: `${career.name} : ${career.data.rank}`,
|
|
optionsBonusMalus: BoLUtility.buildListOptions(-8, +2),
|
|
bonusMalus: 0
|
|
}
|
|
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 == 'weapon' && 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 = BoLUtility.data(game.actors.get(target.data.actorId));
|
|
objectDefender = mergeObject(objectDefender, target.data.actorData);
|
|
let rollData = {
|
|
mode : "weapon",
|
|
actorId: this.id,
|
|
actorImg: this.img,
|
|
weapon : weapon,
|
|
target: target,
|
|
isRanged: BoLUtility.isRangedWeapon( weapon ),
|
|
defender: objectDefender,
|
|
boons : this.getBoons(),
|
|
flaws : this.getFlaws(),
|
|
rollAttribute: 'agility',
|
|
attributes: duplicate(this.data.data.attributes), // For damage bonus
|
|
d6Bonus: 0,
|
|
d6Malus: 0,
|
|
rollMode: game.settings.get("core", "rollMode"),
|
|
title: weapon.name,
|
|
rangeModifier: 0,
|
|
optionsBonusMalus: BoLUtility.buildListOptions(-8, +2),
|
|
bonusMalus: 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);
|
|
}
|
|
}
|
|
|
|
|
|
} |