/* -------------------------------------------- */ 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() { super.prepareData() } /* -------------------------------------------- */ computeHitPoints() { if (this.type == "character") { } } /* -------------------------------------------- */ 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 } } } /* -------------------------------------------- */ prepareDerivedData() { if (this.type == 'character' || game.user.isGM) { this.system.encCapacity = this.getEncumbranceCapacity() this.buildContainerTree() this.computeHitPoints() this.rebuildSkills() } super.prepareDerivedData(); } /* -------------------------------------------- */ _preUpdate(changed, options, user) { super._preUpdate(changed, options, user); } /*_onUpdateEmbeddedDocuments( embeddedName, ...args ) { this.rebuildSkills() super._onUpdateEmbeddedDocuments(embeddedName, ...args) }*/ /* -------------------------------------------- */ 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 } getSpells() { let comp = duplicate(this.items.filter(item => item.type == 'spell') || []); return comp } /* -------------------------------------------- */ 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; } /* -------------------------------------------- */ getModules() { let comp = duplicate(this.items.filter(item => item.type == 'module') || []) return comp } getTraits() { let comp = duplicate(this.items.filter(item => item.type == 'trait') || []) 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") || []) } /* ------------------------------------------- */ 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) } } /* ------------------------------------------- */ 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: `
${this.name} has gained 1 exp in the skill ${skill.name} (exp = ${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: `
${this.name} has gained 1 exp SL in the skill ${skill.name} (new exp SL : ${skill.system.explevel}) != 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) } /* -------------------------------------------- */ getCommonRollData() { 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 } Avd12Utility.rollAvd12(rollData) } /* -------------------------------------------- */ rollSkill(attrKey, skillKey) { let attr = this.system.attributes[attrKey] let skill = attr.skills[skillKey] if (skill) { skill = duplicate(skill) skill.name = Avd12Utility.upperFirst(skillKey) skill.attr = duplicate(attr) let rollData = this.getCommonRollData() rollData.mode = "skill" rollData.skill = skill rollData.title = "Roll Skill " + skill.name 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() } /*if (rollData.weapon.system.isranged && rollData.tokensDistance > Avd12Utility.getWeaponMaxRange(rollData.weapon) ) { 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" if (attackRollData) { 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) let rollDialog = await Avd12RollDialog.create(this, rollData) rollDialog.render(true) } }