711 lines
24 KiB
JavaScript
711 lines
24 KiB
JavaScript
/* -------------------------------------------- */
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import { Avd12Utility } from "./avd12-utility.js";
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import { Avd12RollDialog } from "./avd12-roll-dialog.js";
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/* -------------------------------------------- */
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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 Avd12Actor 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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if (data.type == 'character') {
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}
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if (data.type == 'npc') {
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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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prepareBaseData() {
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}
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/* -------------------------------------------- */
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async prepareData() {
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super.prepareData()
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}
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/* -------------------------------------------- */
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computeHitPoints() {
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if (this.type == "character") {
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}
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}
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/* -------------------------------------------- */
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rebuildSkills() {
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for (let attrKey in this.system.attributes) {
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let attr = this.system.attributes[attrKey]
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for (let skillKey in attr.skills) {
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let dataPath = attrKey + ".skills." + skillKey + ".modifier"
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let skill = attr.skills[skillKey]
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skill.modifier = 0
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let availableTraits = this.items.filter(t => t.type == "trait" && t.system.computebonus && t.system.bonusdata == dataPath)
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for (let trait of availableTraits) {
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skill.modifier += Number(trait.system.bonusvalue)
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}
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skill.finalvalue = skill.modifier + attr.value
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}
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}
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}
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/* -------------------------------------------- */
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prepareDerivedData() {
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if (this.type == 'character' || game.user.isGM) {
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this.system.encCapacity = this.getEncumbranceCapacity()
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this.buildContainerTree()
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this.computeHitPoints()
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this.rebuildSkills()
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}
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super.prepareDerivedData();
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}
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/* -------------------------------------------- */
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_preUpdate(changed, options, user) {
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super._preUpdate(changed, options, user);
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}
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/*_onUpdateEmbeddedDocuments( embeddedName, ...args ) {
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this.rebuildSkills()
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super._onUpdateEmbeddedDocuments(embeddedName, ...args)
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}*/
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/* -------------------------------------------- */
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getEncumbranceCapacity() {
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return 1;
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}
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/* -------------------------------------------- */
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getMoneys() {
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let comp = this.items.filter(item => item.type == 'money');
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Avd12Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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getEquippedWeapons() {
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let comp = duplicate(this.items.filter(item => item.type == 'weapon' && item.system.equipped) || []);
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Avd12Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getArmors() {
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let comp = duplicate(this.items.filter(item => item.type == 'armor') || []);
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Avd12Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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getEquippedArmor() {
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let comp = this.items.find(item => item.type == 'armor' && item.system.equipped)
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if (comp) {
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return duplicate(comp)
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}
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return undefined
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}
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getSpells() {
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let comp = duplicate(this.items.filter(item => item.type == 'spell') || []);
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return comp
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}
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/* -------------------------------------------- */
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getShields() {
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let comp = duplicate(this.items.filter(item => item.type == 'shield') || []);
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Avd12Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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getEquippedShield() {
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let comp = this.items.find(item => item.type == 'shield' && item.system.equipped)
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if (comp) {
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return duplicate(comp)
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}
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return undefined
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}
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/* -------------------------------------------- */
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checkAndPrepareEquipment(item) {
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}
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/* -------------------------------------------- */
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checkAndPrepareEquipments(listItem) {
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for (let item of listItem) {
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this.checkAndPrepareEquipment(item)
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}
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return listItem
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}
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/* -------------------------------------------- */
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getConditions() {
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let comp = duplicate(this.items.filter(item => item.type == 'condition') || []);
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Avd12Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getWeapons() {
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let comp = duplicate(this.items.filter(item => item.type == 'weapon') || []);
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Avd12Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getItemById(id) {
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let item = this.items.find(item => item.id == id);
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if (item) {
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item = duplicate(item)
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}
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return item;
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}
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/* -------------------------------------------- */
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getModules() {
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let comp = duplicate(this.items.filter(item => item.type == 'module') || [])
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return comp
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}
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getTraits() {
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let comp = duplicate(this.items.filter(item => item.type == 'trait') || [])
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return comp
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}
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/* -------------------------------------------- */
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getRelevantAttribute(attrKey) {
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let comp = duplicate(this.items.filter(item => item.type == 'skill' && item.system.attribute == attrKey) || []);
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return comp;
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}
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/* -------------------------------------------- */
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async equipItem(itemId) {
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let item = this.items.find(item => item.id == itemId)
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if (item && item.system) {
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if (item.type == "armor") {
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let armor = this.items.find(item => item.id != itemId && item.type == "armor" && item.system.equipped)
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if (armor) {
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ui.notifications.warn("You already have an armor equipped!")
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return
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}
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}
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if (item.type == "shield") {
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let shield = this.items.find(item => item.id != itemId && item.type == "shield" && item.system.equipped)
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if (shield) {
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ui.notifications.warn("You already have a shield equipped!")
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return
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}
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}
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let update = { _id: item.id, "system.equipped": !item.system.equipped };
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await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
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}
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}
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/* -------------------------------------------- */
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compareName(a, b) {
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if (a.name < b.name) {
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return -1;
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}
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if (a.name > b.name) {
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return 1;
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}
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return 0;
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}
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/* ------------------------------------------- */
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getEquipments() {
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return this.items.filter(item => item.type == 'shield' || item.type == 'armor' || item.type == "weapon" || item.type == "equipment");
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}
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/* ------------------------------------------- */
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getEquipmentsOnly() {
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return duplicate(this.items.filter(item => item.type == "equipment") || [])
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}
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/* ------------------------------------------- */
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async addModuleLevel(moduleId, levelChoice) {
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for (let itemId in levelChoice.features) {
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let itemData = duplicate(levelChoice.features[itemId])
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itemData.system.moduleId = moduleId
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itemData.system.originalId = itemId
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//let item = await Item.create(itemData, { temporary: true });
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await this.createEmbeddedDocuments('Item', [itemData])
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}
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}
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/* ------------------------------------------- */
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async deleteModuleLevel(moduleId, levelChoice) {
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let toDelete = []
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for (let itemId in levelChoice.features) {
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let item = this.items.find(it => Avd12Utility.isModuleItemAllowed(it.type) && it.system.moduleId == moduleId && it.system.originalId == itemId)
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if (item) {
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toDelete.push(item.id)
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}
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}
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console.log("toele", toDelete, moduleId, levelChoice)
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if (toDelete.length > 0) {
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await this.deleteEmbeddedDocuments('Item', toDelete)
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}
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}
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/* ------------------------------------------- */
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async buildContainerTree() {
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let equipments = duplicate(this.items.filter(item => item.type == "equipment") || [])
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for (let equip1 of equipments) {
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if (equip1.system.iscontainer) {
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equip1.system.contents = []
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equip1.system.contentsEnc = 0
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for (let equip2 of equipments) {
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if (equip1._id != equip2.id && equip2.system.containerid == equip1.id) {
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equip1.system.contents.push(equip2)
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let q = equip2.system.quantity ?? 1
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equip1.system.contentsEnc += q * equip2.system.weight
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}
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}
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}
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}
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// Compute whole enc
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let enc = 0
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for (let item of equipments) {
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//item.data.idrDice = Avd12Utility.getDiceFromLevel(Number(item.data.idr))
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if (item.system.equipped) {
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if (item.system.iscontainer) {
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enc += item.system.contentsEnc
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} else if (item.system.containerid == "") {
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let q = item.system.quantity ?? 1
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enc += q * item.system.weight
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}
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}
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}
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for (let item of this.items) { // Process items/shields/armors
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if ((item.type == "weapon" || item.type == "shield" || item.type == "armor") && item.system.equipped) {
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let q = item.system.quantity ?? 1
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enc += q * item.system.weight
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}
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}
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// Store local values
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this.encCurrent = enc
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this.containersTree = equipments.filter(item => item.system.containerid == "") // Returns the root of equipements without container
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}
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/* -------------------------------------------- */
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async rollArmor(rollData) {
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let armor = this.getEquippedArmor()
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if (armor) {
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}
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return { armor: "none" }
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}
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/* -------------------------------------------- */
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async incDecHP(formula) {
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let dmgRoll = new Roll(formula).roll({ async: false })
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await Avd12Utility.showDiceSoNice(dmgRoll, game.settings.get("core", "rollMode"))
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let hp = duplicate(this.system.secondary.hp)
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hp.value = Number(hp.value) + Number(dmgRoll.total)
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this.update({ 'system.secondary.hp': hp })
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return Number(dmgRoll.total)
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}
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/* -------------------------------------------- */
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async addObjectToContainer(itemId, containerId) {
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let container = this.items.find(item => item.id == containerId && item.system.iscontainer)
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let object = this.items.find(item => item.id == itemId)
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if (container) {
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if (object.system.iscontainer) {
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ui.notifications.warn("Only 1 level of container allowed")
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return
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}
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let alreadyInside = this.items.filter(item => item.system.containerid && item.system.containerid == containerId);
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if (alreadyInside.length >= container.system.containercapacity) {
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ui.notifications.warn("Container is already full !")
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return
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} else {
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await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': containerId }])
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}
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} else if (object && object.system.containerid) { // remove from container
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console.log("Removeing: ", object)
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await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': "" }]);
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}
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}
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/* -------------------------------------------- */
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async preprocessItem(event, item, onDrop = false) {
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let dropID = $(event.target).parents(".item").attr("data-item-id") // Only relevant if container drop
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let objectID = item.id || item._id
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this.addObjectToContainer(objectID, dropID)
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return true
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}
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/* -------------------------------------------- */
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async equipGear(equipmentId) {
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let item = this.items.find(item => item.id == equipmentId);
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if (item && item.system) {
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let update = { _id: item.id, "system.equipped": !item.system.equipped };
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await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
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}
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}
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/* -------------------------------------------- */
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getInitiativeScore(combatId, combatantId) {
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if (this.type == 'character') {
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this.rollMR(true, combatId, combatantId)
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}
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console.log("Init required !!!!")
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return -1;
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}
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/* -------------------------------------------- */
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getSubActors() {
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let subActors = [];
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for (let id of this.system.subactors) {
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subActors.push(duplicate(game.actors.get(id)))
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}
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return subActors;
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}
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/* -------------------------------------------- */
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async addSubActor(subActorId) {
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let subActors = duplicate(this.system.subactors);
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subActors.push(subActorId);
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await this.update({ 'system.subactors': subActors });
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}
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/* -------------------------------------------- */
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async delSubActor(subActorId) {
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let newArray = [];
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for (let id of this.system.subactors) {
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if (id != subActorId) {
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newArray.push(id);
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}
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}
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await this.update({ 'system.subactors': newArray });
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}
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/* -------------------------------------------- */
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syncRoll(rollData) {
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this.lastRollId = rollData.rollId;
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Avd12Utility.saveRollData(rollData);
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}
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/* -------------------------------------------- */
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getOneSkill(skillId) {
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let skill = this.items.find(item => item.type == 'skill' && item.id == skillId)
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if (skill) {
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skill = duplicate(skill);
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}
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return skill;
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}
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/* -------------------------------------------- */
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async deleteAllItemsByType(itemType) {
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let items = this.items.filter(item => item.type == itemType);
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await this.deleteEmbeddedDocuments('Item', items);
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}
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/* -------------------------------------------- */
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async addItemWithoutDuplicate(newItem) {
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let item = this.items.find(item => item.type == newItem.type && item.name.toLowerCase() == newItem.name.toLowerCase())
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if (!item) {
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await this.createEmbeddedDocuments('Item', [newItem]);
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}
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}
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/* -------------------------------------------- */
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async incrementSkillExp(skillId, inc) {
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let skill = this.items.get(skillId)
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if (skill) {
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await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'system.exp': skill.system.exp + inc }])
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let chatData = {
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user: game.user.id,
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rollMode: game.settings.get("core", "rollMode"),
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whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
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content: `<div>${this.name} has gained 1 exp in the skill ${skill.name} (exp = ${skill.system.exp})</div`
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}
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ChatMessage.create(chatData)
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if (skill.system.exp >= 25) {
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await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'system.exp': 0, 'system.explevel': skill.system.explevel + 1 }])
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let chatData = {
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user: game.user.id,
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rollMode: game.settings.get("core", "rollMode"),
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whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
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content: `<div>${this.name} has gained 1 exp SL in the skill ${skill.name} (new exp SL : ${skill.system.explevel}) !</div`
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}
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ChatMessage.create(chatData)
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}
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}
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}
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/* -------------------------------------------- */
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async incDecQuantity(objetId, incDec = 0) {
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let objetQ = this.items.get(objetId)
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if (objetQ) {
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let newQ = objetQ.system.quantity + incDec
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if (newQ >= 0) {
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const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.quantity': newQ }]) // pdates one EmbeddedEntity
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}
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}
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}
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/* -------------------------------------------- */
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async incDecAmmo(objetId, incDec = 0) {
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let objetQ = this.items.get(objetId)
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if (objetQ) {
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let newQ = objetQ.system.ammocurrent + incDec;
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if (newQ >= 0 && newQ <= objetQ.system.ammomax) {
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const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.ammocurrent': newQ }]); // pdates one EmbeddedEntity
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}
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}
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}
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/* -------------------------------------------- */
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isForcedAdvantage() {
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return this.items.find(cond => cond.type == "condition" && cond.system.advantage)
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}
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isForcedDisadvantage() {
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return this.items.find(cond => cond.type == "condition" && cond.system.disadvantage)
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}
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isForcedRollAdvantage() {
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return this.items.find(cond => cond.type == "condition" && cond.system.rolladvantage)
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}
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isForcedRollDisadvantage() {
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return this.items.find(cond => cond.type == "condition" && cond.system.rolldisadvantage)
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}
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isNoAdvantage() {
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return this.items.find(cond => cond.type == "condition" && cond.system.noadvantage)
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}
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isNoAction() {
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return this.items.find(cond => cond.type == "condition" && cond.system.noaction)
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}
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isAttackDisadvantage() {
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return this.items.find(cond => cond.type == "condition" && cond.system.attackdisadvantage)
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}
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isDefenseDisadvantage() {
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return this.items.find(cond => cond.type == "condition" && cond.system.defensedisadvantage)
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}
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isAttackerAdvantage() {
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return this.items.find(cond => cond.type == "condition" && cond.system.targetadvantage)
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}
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/* -------------------------------------------- */
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getCommonRollData() {
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let rollData = Avd12Utility.getBasicRollData()
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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)
|
|
}
|
|
|
|
}
|