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/* -------------------------------------------- */
import { Avd12Utility } from "./avd12-utility.js" ;
import { Avd12RollDialog } from "./avd12-roll-dialog.js" ;
/* -------------------------------------------- */
/* -------------------------------------------- */
/ * *
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system .
* @ extends { Actor }
* /
export class Avd12Actor extends Actor {
/* -------------------------------------------- */
/ * *
* Override the create ( ) function to provide additional SoS 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 ) {
// Case of compendium global import
if ( data instanceof Array ) {
return super . create ( data , options ) ;
}
// If the created actor has items (only applicable to duplicated actors) bypass the new actor creation logic
if ( data . items ) {
let actor = super . create ( data , options ) ;
return actor ;
}
if ( data . type == 'character' ) {
}
if ( data . type == 'npc' ) {
}
return super . create ( data , options ) ;
}
/* -------------------------------------------- */
prepareBaseData ( ) {
}
/* -------------------------------------------- */
async prepareData ( ) {
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super . prepareData ( )
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}
/* -------------------------------------------- */
computeHitPoints ( ) {
if ( this . type == "character" ) {
}
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}
/* -------------------------------------------- */
rebuildSkills ( ) {
for ( let attrKey in this . system . attributes ) {
let attr = this . system . attributes [ attrKey ]
for ( let skillKey in attr . skills ) {
let dataPath = attrKey + ".skills." + skillKey + ".modifier"
let skill = attr . skills [ skillKey ]
skill . modifier = 0
let availableTraits = this . items . filter ( t => t . type == "trait" && t . system . computebonus && t . system . bonusdata == dataPath )
for ( let trait of availableTraits ) {
skill . modifier += Number ( trait . system . bonusvalue )
}
skill . finalvalue = skill . modifier + attr . value
}
}
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}
/* -------------------------------------------- */
prepareDerivedData ( ) {
if ( this . type == 'character' || game . user . isGM ) {
this . system . encCapacity = this . getEncumbranceCapacity ( )
this . buildContainerTree ( )
this . computeHitPoints ( )
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this . rebuildSkills ( )
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}
super . prepareDerivedData ( ) ;
}
/* -------------------------------------------- */
_preUpdate ( changed , options , user ) {
super . _preUpdate ( changed , options , user ) ;
}
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/ * _ o n U p d a t e E m b e d d e d D o c u m e n t s ( e m b e d d e d N a m e , . . . a r g s ) {
this . rebuildSkills ( )
super . _onUpdateEmbeddedDocuments ( embeddedName , ... args )
} * /
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/* -------------------------------------------- */
getEncumbranceCapacity ( ) {
return 1 ;
}
/* -------------------------------------------- */
getMoneys ( ) {
let comp = this . items . filter ( item => item . type == 'money' ) ;
Avd12Utility . sortArrayObjectsByName ( comp )
return comp ;
}
getEquippedWeapons ( ) {
let comp = duplicate ( this . items . filter ( item => item . type == 'weapon' && item . system . equipped ) || [ ] ) ;
Avd12Utility . sortArrayObjectsByName ( comp )
return comp ;
}
/* -------------------------------------------- */
getArmors ( ) {
let comp = duplicate ( this . items . filter ( item => item . type == 'armor' ) || [ ] ) ;
Avd12Utility . sortArrayObjectsByName ( comp )
return comp ;
}
getEquippedArmor ( ) {
let comp = this . items . find ( item => item . type == 'armor' && item . system . equipped )
if ( comp ) {
return duplicate ( comp )
}
return undefined
}
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getSpells ( ) {
let comp = duplicate ( this . items . filter ( item => item . type == 'spell' ) || [ ] ) ;
return comp
}
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/* -------------------------------------------- */
getShields ( ) {
let comp = duplicate ( this . items . filter ( item => item . type == 'shield' ) || [ ] ) ;
Avd12Utility . sortArrayObjectsByName ( comp )
return comp ;
}
getEquippedShield ( ) {
let comp = this . items . find ( item => item . type == 'shield' && item . system . equipped )
if ( comp ) {
return duplicate ( comp )
}
return undefined
}
/* -------------------------------------------- */
checkAndPrepareEquipment ( item ) {
}
/* -------------------------------------------- */
checkAndPrepareEquipments ( listItem ) {
for ( let item of listItem ) {
this . checkAndPrepareEquipment ( item )
}
return listItem
}
/* -------------------------------------------- */
getConditions ( ) {
let comp = duplicate ( this . items . filter ( item => item . type == 'condition' ) || [ ] ) ;
Avd12Utility . sortArrayObjectsByName ( comp )
return comp ;
}
/* -------------------------------------------- */
getWeapons ( ) {
let comp = duplicate ( this . items . filter ( item => item . type == 'weapon' ) || [ ] ) ;
Avd12Utility . sortArrayObjectsByName ( comp )
return comp ;
}
/* -------------------------------------------- */
getItemById ( id ) {
let item = this . items . find ( item => item . id == id ) ;
if ( item ) {
item = duplicate ( item )
}
return item ;
}
/* -------------------------------------------- */
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getModules ( ) {
let comp = duplicate ( this . items . filter ( item => item . type == 'module' ) || [ ] )
return comp
}
getTraits ( ) {
let comp = duplicate ( this . items . filter ( item => item . type == 'trait' ) || [ ] )
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return comp
}
/* -------------------------------------------- */
getRelevantAttribute ( attrKey ) {
let comp = duplicate ( this . items . filter ( item => item . type == 'skill' && item . system . attribute == attrKey ) || [ ] ) ;
return comp ;
}
/* -------------------------------------------- */
async equipItem ( itemId ) {
let item = this . items . find ( item => item . id == itemId )
if ( item && item . system ) {
if ( item . type == "armor" ) {
let armor = this . items . find ( item => item . id != itemId && item . type == "armor" && item . system . equipped )
if ( armor ) {
ui . notifications . warn ( "You already have an armor equipped!" )
return
}
}
if ( item . type == "shield" ) {
let shield = this . items . find ( item => item . id != itemId && item . type == "shield" && item . system . equipped )
if ( shield ) {
ui . notifications . warn ( "You already have a shield equipped!" )
return
}
}
let update = { _id : item . id , "system.equipped" : ! item . system . equipped } ;
await this . updateEmbeddedDocuments ( 'Item' , [ update ] ) ; // Updates one EmbeddedEntity
}
}
/* -------------------------------------------- */
compareName ( a , b ) {
if ( a . name < b . name ) {
return - 1 ;
}
if ( a . name > b . name ) {
return 1 ;
}
return 0 ;
}
/* ------------------------------------------- */
getEquipments ( ) {
return this . items . filter ( item => item . type == 'shield' || item . type == 'armor' || item . type == "weapon" || item . type == "equipment" ) ;
}
/* ------------------------------------------- */
getEquipmentsOnly ( ) {
return duplicate ( this . items . filter ( item => item . type == "equipment" ) || [ ] )
}
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/* ------------------------------------------- */
async addModuleLevel ( moduleId , levelChoice ) {
for ( let itemId in levelChoice . features ) {
let itemData = duplicate ( levelChoice . features [ itemId ] )
itemData . system . moduleId = moduleId
itemData . system . originalId = itemId
//let item = await Item.create(itemData, { temporary: true });
await this . createEmbeddedDocuments ( 'Item' , [ itemData ] )
}
}
/* ------------------------------------------- */
async deleteModuleLevel ( moduleId , levelChoice ) {
let toDelete = [ ]
for ( let itemId in levelChoice . features ) {
let item = this . items . find ( it => Avd12Utility . isModuleItemAllowed ( it . type ) && it . system . moduleId == moduleId && it . system . originalId == itemId )
if ( item ) {
toDelete . push ( item . id )
}
}
console . log ( "toele" , toDelete , moduleId , levelChoice )
if ( toDelete . length > 0 ) {
await this . deleteEmbeddedDocuments ( 'Item' , toDelete )
}
}
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/* ------------------------------------------- */
async buildContainerTree ( ) {
let equipments = duplicate ( this . items . filter ( item => item . type == "equipment" ) || [ ] )
for ( let equip1 of equipments ) {
if ( equip1 . system . iscontainer ) {
equip1 . system . contents = [ ]
equip1 . system . contentsEnc = 0
for ( let equip2 of equipments ) {
if ( equip1 . _id != equip2 . id && equip2 . system . containerid == equip1 . id ) {
equip1 . system . contents . push ( equip2 )
let q = equip2 . system . quantity ? ? 1
equip1 . system . contentsEnc += q * equip2 . system . weight
}
}
}
}
// Compute whole enc
let enc = 0
for ( let item of equipments ) {
//item.data.idrDice = Avd12Utility.getDiceFromLevel(Number(item.data.idr))
if ( item . system . equipped ) {
if ( item . system . iscontainer ) {
enc += item . system . contentsEnc
} else if ( item . system . containerid == "" ) {
let q = item . system . quantity ? ? 1
enc += q * item . system . weight
}
}
}
for ( let item of this . items ) { // Process items/shields/armors
if ( ( item . type == "weapon" || item . type == "shield" || item . type == "armor" ) && item . system . equipped ) {
let q = item . system . quantity ? ? 1
enc += q * item . system . weight
}
}
// Store local values
this . encCurrent = enc
this . containersTree = equipments . filter ( item => item . system . containerid == "" ) // Returns the root of equipements without container
}
/* -------------------------------------------- */
async rollArmor ( rollData ) {
let armor = this . getEquippedArmor ( )
if ( armor ) {
}
return { armor : "none" }
}
/* -------------------------------------------- */
async incDecHP ( formula ) {
let dmgRoll = new Roll ( formula ) . roll ( { async : false } )
await Avd12Utility . showDiceSoNice ( dmgRoll , game . settings . get ( "core" , "rollMode" ) )
let hp = duplicate ( this . system . secondary . hp )
hp . value = Number ( hp . value ) + Number ( dmgRoll . total )
this . update ( { 'system.secondary.hp' : hp } )
return Number ( dmgRoll . total )
}
/* -------------------------------------------- */
async addObjectToContainer ( itemId , containerId ) {
let container = this . items . find ( item => item . id == containerId && item . system . iscontainer )
let object = this . items . find ( item => item . id == itemId )
if ( container ) {
if ( object . system . iscontainer ) {
ui . notifications . warn ( "Only 1 level of container allowed" )
return
}
let alreadyInside = this . items . filter ( item => item . system . containerid && item . system . containerid == containerId ) ;
if ( alreadyInside . length >= container . system . containercapacity ) {
ui . notifications . warn ( "Container is already full !" )
return
} else {
await this . updateEmbeddedDocuments ( "Item" , [ { _id : object . id , 'system.containerid' : containerId } ] )
}
} else if ( object && object . system . containerid ) { // remove from container
console . log ( "Removeing: " , object )
await this . updateEmbeddedDocuments ( "Item" , [ { _id : object . id , 'system.containerid' : "" } ] ) ;
}
}
/* -------------------------------------------- */
async preprocessItem ( event , item , onDrop = false ) {
let dropID = $ ( event . target ) . parents ( ".item" ) . attr ( "data-item-id" ) // Only relevant if container drop
let objectID = item . id || item . _id
this . addObjectToContainer ( objectID , dropID )
return true
}
/* -------------------------------------------- */
async equipGear ( equipmentId ) {
let item = this . items . find ( item => item . id == equipmentId ) ;
if ( item && item . system ) {
let update = { _id : item . id , "system.equipped" : ! item . system . equipped } ;
await this . updateEmbeddedDocuments ( 'Item' , [ update ] ) ; // Updates one EmbeddedEntity
}
}
/* -------------------------------------------- */
getInitiativeScore ( combatId , combatantId ) {
if ( this . type == 'character' ) {
this . rollMR ( true , combatId , combatantId )
}
console . log ( "Init required !!!!" )
return - 1 ;
}
/* -------------------------------------------- */
getSubActors ( ) {
let subActors = [ ] ;
for ( let id of this . system . subactors ) {
subActors . push ( duplicate ( game . actors . get ( id ) ) )
}
return subActors ;
}
/* -------------------------------------------- */
async addSubActor ( subActorId ) {
let subActors = duplicate ( this . system . subactors ) ;
subActors . push ( subActorId ) ;
await this . update ( { 'system.subactors' : subActors } ) ;
}
/* -------------------------------------------- */
async delSubActor ( subActorId ) {
let newArray = [ ] ;
for ( let id of this . system . subactors ) {
if ( id != subActorId ) {
newArray . push ( id ) ;
}
}
await this . update ( { 'system.subactors' : newArray } ) ;
}
/* -------------------------------------------- */
syncRoll ( rollData ) {
this . lastRollId = rollData . rollId ;
Avd12Utility . saveRollData ( rollData ) ;
}
/* -------------------------------------------- */
getOneSkill ( skillId ) {
let skill = this . items . find ( item => item . type == 'skill' && item . id == skillId )
if ( skill ) {
skill = duplicate ( skill ) ;
}
return skill ;
}
/* -------------------------------------------- */
async deleteAllItemsByType ( itemType ) {
let items = this . items . filter ( item => item . type == itemType ) ;
await this . deleteEmbeddedDocuments ( 'Item' , items ) ;
}
/* -------------------------------------------- */
async addItemWithoutDuplicate ( newItem ) {
let item = this . items . find ( item => item . type == newItem . type && item . name . toLowerCase ( ) == newItem . name . toLowerCase ( ) )
if ( ! item ) {
await this . createEmbeddedDocuments ( 'Item' , [ newItem ] ) ;
}
}
/* -------------------------------------------- */
async incrementSkillExp ( skillId , inc ) {
let skill = this . items . get ( skillId )
if ( skill ) {
await this . updateEmbeddedDocuments ( 'Item' , [ { _id : skill . id , 'system.exp' : skill . system . exp + inc } ] )
let chatData = {
user : game . user . id ,
rollMode : game . settings . get ( "core" , "rollMode" ) ,
whisper : [ game . user . id ] . concat ( ChatMessage . getWhisperRecipients ( 'GM' ) ) ,
content : ` <div> ${ this . name } has gained 1 exp in the skill ${ skill . name } (exp = ${ skill . system . exp } )</div `
}
ChatMessage . create ( chatData )
if ( skill . system . exp >= 25 ) {
await this . updateEmbeddedDocuments ( 'Item' , [ { _id : skill . id , 'system.exp' : 0 , 'system.explevel' : skill . system . explevel + 1 } ] )
let chatData = {
user : game . user . id ,
rollMode : game . settings . get ( "core" , "rollMode" ) ,
whisper : [ game . user . id ] . concat ( ChatMessage . getWhisperRecipients ( 'GM' ) ) ,
content : ` <div> ${ this . name } has gained 1 exp SL in the skill ${ skill . name } (new exp SL : ${ skill . system . explevel } ) !</div `
}
ChatMessage . create ( chatData )
}
}
}
/* -------------------------------------------- */
async incDecQuantity ( objetId , incDec = 0 ) {
let objetQ = this . items . get ( objetId )
if ( objetQ ) {
let newQ = objetQ . system . quantity + incDec
if ( newQ >= 0 ) {
const updated = await this . updateEmbeddedDocuments ( 'Item' , [ { _id : objetQ . id , 'system.quantity' : newQ } ] ) // pdates one EmbeddedEntity
}
}
}
/* -------------------------------------------- */
async incDecAmmo ( objetId , incDec = 0 ) {
let objetQ = this . items . get ( objetId )
if ( objetQ ) {
let newQ = objetQ . system . ammocurrent + incDec ;
if ( newQ >= 0 && newQ <= objetQ . system . ammomax ) {
const updated = await this . updateEmbeddedDocuments ( 'Item' , [ { _id : objetQ . id , 'system.ammocurrent' : newQ } ] ) ; // pdates one EmbeddedEntity
}
}
}
/* -------------------------------------------- */
isForcedAdvantage ( ) {
return this . items . find ( cond => cond . type == "condition" && cond . system . advantage )
}
isForcedDisadvantage ( ) {
return this . items . find ( cond => cond . type == "condition" && cond . system . disadvantage )
}
isForcedRollAdvantage ( ) {
return this . items . find ( cond => cond . type == "condition" && cond . system . rolladvantage )
}
isForcedRollDisadvantage ( ) {
return this . items . find ( cond => cond . type == "condition" && cond . system . rolldisadvantage )
}
isNoAdvantage ( ) {
return this . items . find ( cond => cond . type == "condition" && cond . system . noadvantage )
}
isNoAction ( ) {
return this . items . find ( cond => cond . type == "condition" && cond . system . noaction )
}
isAttackDisadvantage ( ) {
return this . items . find ( cond => cond . type == "condition" && cond . system . attackdisadvantage )
}
isDefenseDisadvantage ( ) {
return this . items . find ( cond => cond . type == "condition" && cond . system . defensedisadvantage )
}
isAttackerAdvantage ( ) {
return this . items . find ( cond => cond . type == "condition" && cond . system . targetadvantage )
}
/* -------------------------------------------- */
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getCommonRollData ( ) {
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let rollData = Avd12Utility . getBasicRollData ( )
rollData . alias = this . name
rollData . actorImg = this . img
rollData . actorId = this . id
rollData . img = this . img
console . log ( "ROLLDATA" , rollData )
return rollData
}
/* -------------------------------------------- */
rollAbility ( abilityKey ) {
let rollData = this . getCommonRollData ( abilityKey )
rollData . mode = "ability"
if ( rollData . target ) {
ui . notifications . warn ( "You are targetting a token with a skill : please use a Weapon instead." )
return
}
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Avd12Utility . rollAvd12 ( rollData )
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}
/* -------------------------------------------- */
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rollSkill ( attrKey , skillKey ) {
let attr = this . system . attributes [ attrKey ]
let skill = attr . skills [ skillKey ]
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if ( skill ) {
skill = duplicate ( skill )
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skill . name = Avd12Utility . upperFirst ( skillKey )
skill . attr = duplicate ( attr )
let rollData = this . getCommonRollData ( )
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rollData . mode = "skill"
rollData . skill = skill
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rollData . title = "Roll Skill " + skill . name
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rollData . img = skill . img
this . startRoll ( rollData )
}
}
/* -------------------------------------------- */
rollWeapon ( weaponId ) {
let weapon = this . items . get ( weaponId )
if ( weapon ) {
weapon = duplicate ( weapon )
let skill = this . items . find ( item => item . name . toLowerCase ( ) == weapon . system . skill . toLowerCase ( ) )
if ( skill ) {
skill = duplicate ( skill )
Avd12Utility . updateSkill ( skill )
let abilityKey = skill . system . ability
let rollData = this . getCommonRollData ( abilityKey )
rollData . mode = "weapon"
rollData . skill = skill
rollData . weapon = weapon
rollData . img = weapon . img
if ( ! rollData . forceDisadvantage ) { // This is an attack, check if disadvantaged
rollData . forceDisadvantage = this . isAttackDisadvantage ( )
}
/ * i f ( r o l l D a t a . w e a p o n . s y s t e m . i s r a n g e d & & r o l l D a t a . t o k e n s D i s t a n c e > A v d 1 2 U t i l i t y . g e t W e a p o n M a x R a n g e ( r o l l D a t a . w e a p o n ) ) {
ui . notifications . warn ( ` Your target is out of range of your weapon (max: ${ Avd12Utility . getWeaponMaxRange ( rollData . weapon ) } - current : ${ rollData . tokensDistance } ) ` )
return
} * /
this . startRoll ( rollData )
} else {
ui . notifications . warn ( "Unable to find the relevant skill for weapon " + weapon . name )
}
}
}
/* -------------------------------------------- */
rollDefenseMelee ( attackRollData ) {
let weapon = this . items . get ( attackRollData . defenseWeaponId )
if ( weapon ) {
weapon = duplicate ( weapon )
let skill = this . items . find ( item => item . name . toLowerCase ( ) == weapon . system . skill . toLowerCase ( ) )
if ( skill ) {
skill = duplicate ( skill )
Avd12Utility . updateSkill ( skill )
let abilityKey = skill . system . ability
let rollData = this . getCommonRollData ( abilityKey )
rollData . defenderTokenId = undefined // Cleanup
rollData . mode = "weapondefense"
rollData . shield = this . getEquippedShield ( )
rollData . attackRollData = duplicate ( attackRollData )
rollData . skill = skill
rollData . weapon = weapon
rollData . img = weapon . img
if ( ! rollData . forceDisadvantage ) { // This is an attack, check if disadvantaged
rollData . forceDisadvantage = this . isDefenseDisadvantage ( )
}
this . startRoll ( rollData )
} else {
ui . notifications . warn ( "Unable to find the relevant skill for weapon " + weapon . name )
}
} else {
ui . notifications . warn ( "Weapon not found ! " )
}
}
/* -------------------------------------------- */
rollDefenseRanged ( attackRollData ) {
let rollData = this . getCommonRollData ( )
rollData . defenderTokenId = undefined // Cleanup
rollData . mode = "rangeddefense"
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if ( attackRollData ) {
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rollData . attackRollData = duplicate ( attackRollData )
rollData . effectiveRange = Avd12Utility . getWeaponRange ( attackRollData . weapon )
rollData . tokensDistance = attackRollData . tokensDistance // QoL copy
}
rollData . sizeDice = Avd12Utility . getSizeDice ( this . system . biodata . size )
rollData . distanceBonusDice = 0 //Math.max(0, Math.floor((rollData.tokensDistance - rollData.effectiveRange) + 0.5))
rollData . hasCover = "none"
rollData . situational = "none"
rollData . useshield = false
rollData . shield = this . getEquippedShield ( )
this . startRoll ( rollData )
}
/* -------------------------------------------- */
rollShieldDie ( ) {
let shield = this . getEquippedShield ( )
if ( shield ) {
shield = duplicate ( shield )
let rollData = this . getCommonRollData ( )
rollData . mode = "shield"
rollData . shield = shield
rollData . useshield = true
rollData . img = shield . img
this . startRoll ( rollData )
}
}
/* -------------------------------------------- */
async rollArmorDie ( rollData = undefined ) {
let armor = this . getEquippedArmor ( )
if ( armor ) {
armor = duplicate ( armor )
let reduce = 0
let multiply = 1
let disadvantage = false
let advantage = false
let messages = [ "Armor applied" ]
if ( rollData ) {
if ( Avd12Utility . isArmorLight ( armor ) && Avd12Utility . isWeaponPenetrating ( rollData . attackRollData . weapon ) ) {
return { armorIgnored : true , nbSuccess : 0 , messages : [ "Armor ignored : Penetrating weapons ignore Light Armors." ] }
}
if ( Avd12Utility . isWeaponPenetrating ( rollData . attackRollData . weapon ) ) {
messages . push ( "Armor reduced by 1 (Penetrating weapon)" )
reduce = 1
}
if ( Avd12Utility . isWeaponLight ( rollData . attackRollData . weapon ) ) {
messages . push ( "Armor with advantage (Light weapon)" )
advantage = true
}
if ( Avd12Utility . isWeaponHeavy ( rollData . attackRollData . weapon ) ) {
messages . push ( "Armor with disadvantage (Heavy weapon)" )
disadvantage = true
}
if ( Avd12Utility . isWeaponHack ( rollData . attackRollData . weapon ) ) {
messages . push ( "Armor reduced by 1 (Hack weapon)" )
reduce = 1
}
if ( Avd12Utility . isWeaponUndamaging ( rollData . attackRollData . weapon ) ) {
messages . push ( "Armor multiplied by 2 (Undamaging weapon)" )
multiply = 2
}
}
let diceColor = armor . system . absorprionroll
let armorResult = await Avd12Utility . getRollTableFromDiceColor ( diceColor , false )
console . log ( "Armor log" , armorResult )
let armorValue = Math . max ( 0 , ( Number ( armorResult . text ) + reduce ) * multiply )
if ( advantage || disadvantage ) {
let armorResult2 = await Avd12Utility . getRollTableFromDiceColor ( diceColor , false )
let armorValue2 = Math . max ( 0 , ( Number ( armorResult2 . text ) + reduce ) * multiply )
if ( advantage ) {
armorValue = ( armorValue2 > armorValue ) ? armorValue2 : armorValue
messages . push ( ` Armor advantage - Roll 1 = ${ armorValue } - Roll 2 = ${ armorValue2 } ` )
}
if ( disadvantage ) {
armorValue = ( armorValue2 < armorValue ) ? armorValue2 : armorValue
messages . push ( ` Armor disadvantage - Roll 1 = ${ armorValue } - Roll 2 = ${ armorValue2 } ` )
}
}
armorResult . armorValue = armorValue
if ( ! rollData ) {
ChatMessage . create ( { content : "Armor result : " + armorValue } )
}
messages . push ( "Armor result : " + armorValue )
return { armorIgnored : false , nbSuccess : armorValue , rawArmor : armorResult . text , messages : messages }
}
return { armorIgnored : true , nbSuccess : 0 , messages : [ "No armor equipped." ] }
}
/* -------------------------------------------- */
async startRoll ( rollData ) {
this . syncRoll ( rollData )
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let rollDialog = await Avd12RollDialog . create ( this , rollData )
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rollDialog . render ( true )
}
}