5d40642726
Avancement feuille d'items Ajout des données JSON pour génération des compendiums.
173 lines
5.5 KiB
JavaScript
173 lines
5.5 KiB
JavaScript
import { BoLRollDialog } from "../system/roll-dialog.js";
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import { BoLUtility } from "../system/bol-utility.js";
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/**
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* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
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* @extends {Actor}
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*/
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export class BoLActor extends Actor {
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/** @override */
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prepareData() {
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super.prepareData();
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console.debug("prepareData");
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const actorData = this.data;
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// console.log(actorData);
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// const data = actorData.data;
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// const flags = actorData.flags;
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// Make separate methods for each Actor type (character, npc, etc.) to keep
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// things organized.
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if (actorData.type === 'character') {
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this._prepareCharacterData(actorData);
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}
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}
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// /**
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// * Prepare Character type specific data
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// */
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/* -------------------------------------------- */
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_prepareCharacterData(actorData) {
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let newVitality = 10 + this.data.data.attributes.vigor.value;
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if ( newVitality != this.data.data.resources.hp.max) {
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this.data.data.resources.hp.max = newVitality;
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this.update( { 'data.resources.hp.max': newVitality});
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}
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}
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/* -------------------------------------------- */
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getBoons() {
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return this.data.items.filter(i => i.type === "feature" && i.data.subtype === "boon");
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}
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/* -------------------------------------------- */
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getFlaws() {
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return this.data.items.filter(i => i.type === "feature" && i.data.subtype === "flaw");
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}
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/* -------------------------------------------- */
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getCareers() {
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return this.data.items.filter(i => i.type === "feature" && i.data.subtype === "career");
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}
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/* -------------------------------------------- */
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saveRollData( rollData) {
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this.currentRollData = rollData;
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}
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/* -------------------------------------------- */
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async rollAttributeAptitude( attrKey ) {
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let attr = this.data.data.attributes[attrKey];
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if ( !attr) {
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attr = this.data.data.aptitudes[attrKey];
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}
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if (attr) {
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let rollData = {
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mode : "attribute",
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actorId: this.id,
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actorImg: this.img,
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attribute: duplicate(attr),
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boons : this.getBoons(),
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flaws : this.getFlaws(),
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d6Bonus: 0,
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d6Malus: 0,
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rollMode: game.settings.get("core", "rollMode"),
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title: game.i18n.localize(attr.label),
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optionsBonusMalus: BoLUtility.buildListOptions(-8, +2),
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bonusMalus: 0
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}
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let rollDialog = await BoLRollDialog.create( this, rollData);
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rollDialog.render( true );
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} else {
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ui.notifications.warn("Unable to find attribute " + attrKey );
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}
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}
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/* -------------------------------------------- */
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async rollCareer( careerId ) {
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let career = BoLUtility.data(this.data.items.find( item => item.type == 'feature' && item.id == careerId));
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if (career) {
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let rollData = {
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mode : "career",
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actorId: this.id,
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actorImg: this.img,
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career : career,
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rollAttribute: 'mind',
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attributes : duplicate(this.data.data.attributes),
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boons : this.getBoons(),
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flaws : this.getFlaws(),
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d6Bonus: 0,
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d6Malus: 0,
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rollMode: game.settings.get("core", "rollMode"),
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title: `${career.name} : ${career.data.rank}`,
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optionsBonusMalus: BoLUtility.buildListOptions(-8, +2),
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bonusMalus: 0
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}
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let rollDialog = await BoLRollDialog.create( this, rollData);
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rollDialog.render( true );
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} else {
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ui.notifications.warn("Unable to find career for actor " + this.name + " - Career ID " + careerId);
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}
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}
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/* -------------------------------------------- */
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async rollWeapon( weaponId ) {
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let weapon = BoLUtility.data(this.data.items.find( item => item.type == 'weapon' && item.id == weaponId));
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if (weapon) {
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let target = BoLUtility.getTarget();
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if ( !target) {
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ui.notifications.warn("You must have a target to attack with a Weapon");
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return;
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}
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let objectDefender = BoLUtility.data(game.actors.get(target.data.actorId));
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objectDefender = mergeObject(objectDefender, target.data.actorData);
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let rollData = {
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mode : "weapon",
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actorId: this.id,
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actorImg: this.img,
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weapon : weapon,
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target: target,
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isRanged: BoLUtility.isRangedWeapon( weapon ),
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defender: objectDefender,
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boons : this.getBoons(),
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flaws : this.getFlaws(),
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rollAttribute: 'agility',
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attributes: duplicate(this.data.data.attributes), // For damage bonus
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d6Bonus: 0,
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d6Malus: 0,
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rollMode: game.settings.get("core", "rollMode"),
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title: weapon.name,
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rangeModifier: 0,
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optionsBonusMalus: BoLUtility.buildListOptions(-8, +2),
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bonusMalus: 0
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}
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if ( weapon.data.type == 'melee') {
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rollData.aptitude = duplicate(this.data.data.aptitudes.melee);
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} else {
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rollData.aptitude = duplicate(this.data.data.aptitudes.ranged);
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}
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console.log("WEAPON ! ", rollData);
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let rollDialog = await BoLRollDialog.create( this, rollData);
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rollDialog.render( true );
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} else {
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ui.notifications.warn("Unable to find weapon for actor " + this.name + " - Weapon ID " + weaponId);
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}
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}
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/**
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*
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* @param {*} item
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* @param {*} bypassChecks
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* @returns
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*/
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toggleEquipItem(item) {
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const equipable = item.data.data.properties.equipable;
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if(equipable){
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let itemData = duplicate(item.data);
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itemData.data.worn = !itemData.data.worn;
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return item.update(itemData);
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}
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}
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} |