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

87 lines
2.3 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";
export class RdDActor extends Actor {
/* -------------------------------------------- */
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) {
}
/* -------------------------------------------- */
rollCompetence( compName ) {
let compItem = RdDUtility.findCompetence( this.data.items, compName);
console.log("Roll !", compItem );
renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html', compItem).then(dlg =>
{
new Dialog(
{
title: "Test de compétence",
content: dlg,
buttons:
{
rollButton:
{
label: "Lancer"
//callback: html => dialogOptions.callback(html, roll)
}
},
default: "rollButton"
}).render(true);
});
}
/* -------------------------------------------- */
/** @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;
}
}