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

355 lines
13 KiB
JavaScript

/**
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
* @extends {Actor}
*/
import { RdDUtility } from "./rdd-utility.js";
import { RdDRollDialog } from "./rdd-roll-dialog.js";
export class RdDActor extends Actor {
/* -------------------------------------------- */
/**
* Override the create() function to provide additional RdD functionality.
*
* This overrided create() function adds initial items
* Namely: Basic skills, money,
*
* @param {Object} data Barebones actor data which this function adds onto.
* @param {Object} options (Unused) Additional options which customize the creation workflow.
*
*/
static async create(data, options) {
// If the created actor has items (only applicable to duplicated actors) bypass the new actor creation logic
if (data.items) {
return super.create(data, options);
}
super.create(data, options);
}
/* -------------------------------------------- */
prepareData() {
super.prepareData();
const actorData = this.data;
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 === 'personnage') this._prepareCharacterData(actorData);
}
/* -------------------------------------------- */
/**
* Prepare Character type specific data
*/
_prepareCharacterData(actorData) {
// Initialize empty items
RdDUtility.computeCarac(actorData.data);
this.computeEtatGeneral();
}
/* -------------------------------------------- */
async performRoll( rollData ) {
let myroll = new Roll("d100");
myroll.roll();
let quality = "Echec";
let xpmsg = "";
let tache = 0;
//console.log(">>> ROLL", rollData.selectedCarac.label, rollData.rollTarget.score, myroll.total );
let result = myroll.total;
if (result <= rollData.rollTarget.part) {
quality = "Réussite Particulière!";
if ( rollData.finalLevel < 0 ) {
let xpcarac = Math.floor( Math.abs(rollData.finalLevel) / 2);
let xpcomp = (Math.abs(rollData.finalLevel) % 2 == 1) ? xpcarac+1 : xpcarac;
xpmsg = "<br>Points d'expérience gagné ! " + xpcarac + " - " + xpcomp;
}
rollData.pointsDeTache = 4;
rollData.qualite = 2;
} else if (result <= (rollData.rollTarget.score /2) ) {
quality = "Réussite Significative";
rollData.pointsDeTache = 2;
rollData.qualite = 1;
} else if (result <= (rollData.rollTarget.score) ) {
quality = "Réussite Normale";
rollData.pointsDeTache = 1;
rollData.qualite = 0;
} else if (result < (rollData.rollTarget.epart) ) {
quality = "Echec Normal";
rollData.pointsDeTache = 0;
rollData.qualite = -2;
} else if (result < (rollData.rollTarget.etotal) ) {
quality = "Echec Particulier";
rollData.pointsDeTache = -2;
rollData.qualite = -4;
} else if (result >= (rollData.rollTarget.etotal) ) {
quality = "Echec Total";
rollData.pointsDeTache = -4;
rollData.qualite = -6;
}
// Fight management !
let defenseMsg;
let specialStr = "<br>Points de taches : " + rollData.pointsDeTache; // Per default
if ( rollData.arme ) { // In case of fight, replace the "tache" per dommages + localization. "tache" indicates if result is OK or not
if ( rollData.pointsDeTache > 0 ) {
let myroll = new Roll("2d10");
myroll.roll();
rollData.degats = parseInt(myroll.result) + parseInt(rollData.arme.data.dommages) + parseInt(this.data.data.attributs.plusdom.value);
rollData.loc = RdDUtility.getLocalisation();
for (let target of game.user.targets) {
defenseMsg = RdDutility.buildDefenseChatCard(this, target, rollData );
specialStr = "<br><strong>Cible</strong> : " + target.actor.data.name;
}
specialStr += "<br>Dommages : " + rollData.degats + "<br>Localisation : " + rollData.loc.label;
} else {
specialStr = "<br>Echec ! Pas de dommages";
}
}
// Save it for fight
await this.setFlag( "foundryvtt-reve-de-dragon", "rollData", undefined );
await this.setFlag( "foundryvtt-reve-de-dragon", "rollData", rollData );
let chatOptions = { content: "<strong>Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "</strong><br>Jet : " +
rollData.selectedCarac.value + " / " + rollData.finalLevelStr + " - " + rollData.rollTarget.score + "%<br><strong>Résutat : </strong>" + myroll.total + "<br>" +
"<strong>" + quality + "</strong>" + specialStr + xpmsg,
user: game.user._id,
title: "Résultat du test"
}
ChatMessage.create( chatOptions );
if ( defenseMsg ) { // target hit !
ChatMessage.create( defenseMsg );
}
}
/* -------------------------------------------- */
updateCarac( caracName, caracValue )
{
//let data = this.data.data;
let caracpath = "data.carac." + caracName + ".value"
this.update( { caracpath: caracValue } );
//data.carac[caracName].value = caracValue; // Force update ?
//RdDUtility.computeCarac( data );
}
/* -------------------------------------------- */
async updateCompetence( compName, compValue )
{
let comp = RdDUtility.findCompetence( this.data.items, compName);
if ( comp ) {
//console.log("ACTOR", this);
//comp.data.niveau = compValue;
const update = {_id: comp._id, 'data.niveau': compValue };
const updated = await this.updateEmbeddedEntity("OwnedItem", update); // Updates one EmbeddedEntity
//console.log("UP", updated);
} else {
console.log("Competence not found", compName);
}
}
/* -------------------------------------------- */
computeEtatGeneral( )
{
let data = this.data.data;
let state = 0;
state = state - (data.sante.vie.max - data.sante.vie.value);
state = state + RdDUtility.currentFatigueMalus(data.sante.fatigue.value, data.sante.endurance.max);
data.compteurs.etat.value = state;
}
/* -------------------------------------------- */
testSiSonne( sante, endurance )
{
let myroll = new Roll("d20");
myroll.roll();
let result = myroll.total;
if ( result <= endurance.value)
sante.sonne.value = false;
if ( result > endurance.value || result == 20) // 20 is always a failure
sante.sonne.value = true;
if (result == 1) {
sante.sonne.value = false;
let xp = parseInt(this.data.data.carac.constitution.xp) + parseInt(1);
this.update( {"data.carac.constitution.xp": xp } ); // +1 XP !
// TODO : Output to chat
}
}
/* -------------------------------------------- */
async santeIncDec(name, inc ) {
const sante = duplicate(this.data.data.sante);
let data = sante[name];
let lastValue = data.value; // Useful for Endurance and Sonné
data.value = data.value + inc;
if ( data.value > data.max ) data.value = data.max;
if ( data.value < 0 ) data.value = 0;
if (name == "endurance") {
if ( inc < 0 ) // Each endurance lost -> fatigue lost
sante.fatigue.value = sante.fatigue.value - inc
// If endurance is 0 -> -1 vie
if ( data.value == 0 ) {
sante.vie.value = sante.vie.value - 1;
}
let diffVie = sante.vie.max - sante.vie.value;
if ( data.value > data.max - (diffVie*2) ) {
data.value = data.max - (diffVie*2);
}
let blessures = this.data.data.blessures;
let maxEnd = Math.floor( data.max / blessures.graves.nombre);
if (data.value > maxEnd ) data.value = maxEnd;
if ( blessures.critiques.nombre > 0 && data.value > 1) data.value = 1;
if (lastValue - data.value > 1) this.testSiSonne(sante, data); // Peut-être sonné si 2 points d'endurance perdus d'un coup
}
let diffEndurance = sante.endurance.max - this.data.data.sante.endurance.value;
if ( sante.fatigue.value < diffEndurance) // If endurance lost, then the same amount of fatigue cannot be recovered
sante.fatigue.value = diffEndurance;
await this.update( {"data.sante": sante } );
}
/* -------------------------------------------- */
manageBlessures( blessuresData )
{
let blessures = duplicate(this.data.data.blessures);
if (blessuresData.legeres > 0 ) {
blessures.legeres.nombre += 1;
if ( blessures.legeres.nombre > 5 ) {
blessures.legeres.nombre = 5;
blessuresData.graves += 1;
} else {
blessures.legeres.liste[blessures.legeres.nombre-1].etat = "active";
blessures.legeres.liste[blessures.legeres.nombre-1].loc = blessuresData.locName;
}
}
if ( blessuresData.graves > 0 ) {
blessures.graves.nombre += 1;
if ( blessures.graves.nombre > 2 ) {
blessures.graves.nombre = 2;
blessuresData.critiques += 1;
} else {
blessures.graves.liste[blessures.graves.nombre-1].etat = "active";
blessures.graves.liste[blessures.graves.nombre-1].loc = blessuresData.locName;
}
}
if ( blessuresData.critiques > 0 ) {
blessuresData.endurance = this.data.data.sante.endurance.value; // Patch with real endurance current value (ie end -> 0 when critique)
blessures.critiques.nombre = 1;
blessures.critiques.liste[0].etat = "active";
blessures.critiques.liste[0].loc = blessuresData.locName;
}
if ( blessuresData.legeres > 0 || blessuresData.graves > 0 || blessuresData.critiques > 0 )
this.update( { "data.blessures": blessures } );
}
/* -------------------------------------------- */
rollArme( armeName )
{
let armeItem = RdDUtility.findCompetence( this.data.items, armeName );
if ( armeItem && armeItem.data.competence )
this.rollCompetence( armeItem.data.competence, armeItem );
else
this.rollCompetence( armeName ); //Bypass mode!
}
/* -------------------------------------------- */
async rollCompetence( compName, armeItem )
{
console.log("!!!!!!", compName, armeItem);
let compItem = RdDUtility.findCompetence( this.data.items, compName);
let rollData = {
"competence": compItem,
"arme": armeItem,
"carac": this.data.data.carac,
"bonusmalusTable": CONFIG.RDD.bonusmalus,
"etat": this.data.data.compteurs.etat.value,
"bmValue": 0,
"finalLevel": 0
}
let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html', rollData);
if (armeItem) {
new RdDRollDialog("arme", html, rollData, this ).render(true);
} else {
new RdDRollDialog("competence", html, rollData, this ).render(true);
}
}
/* -------------------------------------------- */
computeArmure( locData )
{
/* TODO */
return 0;
}
/* -------------------------------------------- */
encaisserDommages( attackerActor )
{
let attackerRoll = attackerActor.getFlag("foundryvtt-reve-de-dragon", "rollData");
console.log("RollData!", attackerActor, attackerRoll);
let degatsReel = attackerRoll.degats - this.computeArmure(attackerRoll.loc);
let result = RdDUtility.computeBlessuresSante(degatsReel);
this.santeIncDec("vie", result.vie);
this.santeIncDec("endurance", result.vie);
result.locName = attackerRoll.loc.label; // Add the localisation namme
this.manageBlessures( result ); // Will upate the result table
ChatMessage.create( {title: "Blessures !", content: this.data.name + " a encaissé : " +
"<br>" + result.legeres + " légères, " + result.graves + " graves et " +
result.critiques + " critique." +
"<br>Et perdu : " +
"<br>" + result.endurance + " Endurance et " + result.vie + " Points de Vie" } );
this.computeEtatGeneral();
this.sheet.render(true);
}
/* -------------------------------------------- */
parerAttaque( attackerActor, armeId )
{
console.log("Going to PARY !!!!!!!!!");
}
/* -------------------------------------------- */
/** @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;
}
}