169 lines
5.9 KiB
JavaScript
169 lines
5.9 KiB
JavaScript
import { SoSCardDeck } from "./sos-card-deck.js";
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import { SoSUtility } from "./sos-utility.js";
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import { SoSFlipDialog } from "./sos-flip-dialog.js";
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/* -------------------------------------------- */
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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 SoSActor extends Actor {
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/* -------------------------------------------- */
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/**
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* Override the create() function to provide additional SoS functionality.
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*
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* This overrided create() function adds initial items
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* Namely: Basic skills, money,
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*
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* @param {Object} data Barebones actor data which this function adds onto.
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* @param {Object} options (Unused) Additional options which customize the creation workflow.
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*
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*/
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static async create(data, options) {
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// Case of compendium global import
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if (data instanceof Array) {
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return super.create(data, options);
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}
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// If the created actor has items (only applicable to duplicated actors) bypass the new actor creation logic
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if (data.items) {
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let actor = super.create(data, options);
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return actor;
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}
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return super.create(data, options);
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}
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/* -------------------------------------------- */
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async prepareData() {
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super.prepareData();
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if ( !this.cardDeck ) {
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this.cardDeck = new SoSCardDeck();
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this.cardDeck.initCardDeck( this, this.data.data.internals.deck );
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}
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this.controlScores();
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}
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/* -------------------------------------------- */
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getEdgesCard( ) {
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let edgesCard = duplicate(this.cardDeck.data.cardEdge);
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for (let edge of edgesCard) {
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edge.path = `systems/foundryvtt-shadows-over-sol/img/cards/${edge.cardName}.webp`
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}
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return edgesCard;
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}
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/* -------------------------------------------- */
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resetDeck( ) {
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this.cardDeck.shuffleDeck();
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this.cardDeck.drawEdge( this.data.data.scores.edge.value );
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this.saveDeck();
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}
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/* -------------------------------------------- */
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saveDeck( ) {
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let deck = { deck: duplicate(this.cardDeck.data.deck),
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discard: duplicate(this.cardDeck.data.discard),
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cardEdge: duplicate(this.cardDeck.data.cardEdge)
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}
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this.update( { 'data.internals.deck': deck });
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}
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/* -------------------------------------------- */
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getDefense( ) {
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return this.data.data.scores.defense;
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}
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/* -------------------------------------------- */
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computeDefense() {
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return { value: Math.ceil((this.data.data.stats.speed.value + this.data.data.stats.perception.value + this.data.data.stats.dexterity.value) / 2),
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critical: this.data.data.stats.speed.value + this.data.data.stats.perception.value + this.data.data.stats.dexterity.value
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}
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}
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/* -------------------------------------------- */
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getEdge( ) {
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return this.data.data.scores.edge.value;
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}
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/* -------------------------------------------- */
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getEncumbrance( ) {
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return this.data.data.scores.encumbrance.value;
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}
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/* -------------------------------------------- */
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computeEdge( ) {
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return Math.ceil( (this.data.data.stats.intelligence.value + this.data.data.stats.charisma.value) / 2) + this.data.data.scores.edge.bonus;
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}
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/* -------------------------------------------- */
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getShock( ) {
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return this.data.data.scores.shock.value;
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}
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computeShock() {
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return Math.ceil( this.data.data.stats.endurance.value + this.data.data.stats.determination.value + this.data.data.scores.dr.value);
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}
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/* -------------------------------------------- */
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getWound( ) {
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return this.data.data.scores.wound.value;
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}
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computeWound() {
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return Math.ceil( (this.data.data.stats.strength.value + this.data.data.stats.endurance.value) / 2);
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}
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/* -------------------------------------------- */
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async controlScores() {
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// Defense check
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let defenseData = this.getDefense();
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let newDefenseData = this.computeDefense();
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if ( defenseData.value != newDefenseData.value || defenseData.critical != newDefenseData.critical) {
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await this.update( {'data.scores.defense': newDefenseData});
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}
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// Edge check
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if ( this.getEdge() != this.computeEdge() ) {
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await this.update( {'data.scores.edge.value': this.computeEdge()});
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}
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// Encumbrance
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if ( this.getEncumbrance() != this.data.data.stats.strength.value ) {
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await this.update( {'data.scores.encumbrance.value': this.data.data.stats.strength.value });
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}
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// Shock
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if ( this.getShock() != this.computeShock() ) {
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await this.update( {'data.scores.shock.value': this.computeShock() });
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}
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// Wounds
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if ( this.getWound() != this.computeWound() ) {
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await this.update( {'data.scores.wound.value': this.computeWound() });
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}
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}
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/* -------------------------------------------- */
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async rollStat( statKey ) {
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let flipData = {
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mode: 'stat',
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stat: duplicate(this.data.data.stats[statKey]),
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actor: this,
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modifierList: SoSUtility.fillRange(-10, +10),
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tnList: SoSUtility.fillRange(6, 20)
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}
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let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/dialog-flip.html', flipData);
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new SoSFlipDialog(flipData, html).render(true);
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//console.log("STAT", this);
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//let result = this.cardDeck.doFlipStat( duplicate(this.data.data.stat[statKey]) );
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}
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/* -------------------------------------------- */
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async rollSkill( skill ) {
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let flipData = {
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mode: 'skill',
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statList: duplicate(this.data.data.stats),
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skill: duplicate(skill),
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actor: this,
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modifierList: SoSUtility.fillRange(-10, +10),
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tnList: SoSUtility.fillRange(6, 20)
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}
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flipData.statList['nostat'] = { label: "No stat (ie defaulting skills)", value: 0, cardsuit: "none" }
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let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/dialog-flip.html', flipData);
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new SoSFlipDialog(flipData, html).render(true);
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}
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}
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