/* -------------------------------------------- */ import { CrucibleUtility } from "./crucible-utility.js"; import { CrucibleRollDialog } from "./crucible-roll-dialog.js"; /* -------------------------------------------- */ const coverBonusTable = { "nocover": 0, "lightcover": 2, "heavycover": 4, "entrenchedcover": 6 }; const statThreatLevel = ["agi", "str", "phy", "com", "def", "per"] const __subkey2title = { "melee-dmg": "Melee Damage", "melee-atk": "Melee Attack", "ranged-atk": "Ranged Attack", "ranged-dmg": "Ranged Damage", "dmg-res": "Damare Resistance" } /* -------------------------------------------- */ /* -------------------------------------------- */ /** * Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system. * @extends {Actor} */ export class CrucibleActor 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') { const skills = await CrucibleUtility.loadCompendium("fvtt-crucible-rpg.skills"); data.items = skills.map(i => i.toObject()); } if (data.type == 'npc') { } return super.create(data, options); } /* -------------------------------------------- */ prepareBaseData() { } /* -------------------------------------------- */ async prepareData() { super.prepareData(); } /* -------------------------------------------- */ prepareDerivedData() { if (this.type == 'character') { this.data.data.encCapacity = this.getEncumbranceCapacity() this.buildContainerTree() } super.prepareDerivedData(); } /* -------------------------------------------- */ _preUpdate(changed, options, user) { super._preUpdate(changed, options, user); } /* -------------------------------------------- */ getEncumbranceCapacity() { return 1; } /* -------------------------------------------- */ getMoneys() { let comp = this.data.items.filter(item => item.type == 'money'); return comp; } /* -------------------------------------------- */ getFeats() { let comp = duplicate(this.data.items.filter(item => item.type == 'feat') || []); return comp; } /* -------------------------------------------- */ getFeatsWithDie() { let comp = duplicate(this.data.items.filter(item => item.type == 'feat' && item.data.data.isfeatdie) || []); return comp; } getFeatsWithSL() { let comp = duplicate(this.data.items.filter(item => item.type == 'feat' && item.data.data.issl) || []); return comp; } /* -------------------------------------------- */ getLore() { let comp = duplicate(this.data.items.filter(item => item.type == 'spell') || []); return comp; } getEquippedWeapons() { let comp = duplicate(this.data.items.filter(item => item.type == 'weapon' && item.data.data.equipped) || []); return comp; } /* -------------------------------------------- */ getArmors() { let comp = duplicate(this.data.items.filter(item => item.type == 'armor') || []); return comp; } /* -------------------------------------------- */ getShields() { let comp = duplicate(this.data.items.filter(item => item.type == 'shield') || []); return comp; } getRace() { let race = this.data.items.filter(item => item.type == 'race') return race[0] ?? []; } /* -------------------------------------------- */ checkAndPrepareEquipment(item) { } /* -------------------------------------------- */ checkAndPrepareEquipments(listItem) { for (let item of listItem) { this.checkAndPrepareEquipment(item) } return listItem } /* -------------------------------------------- */ getWeapons() { let comp = duplicate(this.data.items.filter(item => item.type == 'weapon') || []); return comp; } /* -------------------------------------------- */ getItemById(id) { let item = this.data.items.find(item => item.id == id); if (item) { item = duplicate(item) if (item.type == 'specialisation') { item.data.dice = CrucibleUtility.getDiceFromLevel(item.data.level); } } return item; } /* -------------------------------------------- */ getSkills() { let comp = duplicate(this.data.items.filter(item => item.type == 'skill') || []); return comp; } /* -------------------------------------------- */ getRelevantAbility(statKey) { let comp = duplicate(this.data.items.filter(item => item.type == 'skill' && item.data.data.ability == ability) || []); return comp; } /* -------------------------------------------- */ async equipItem(itemId) { let item = this.data.items.find(item => item.id == itemId); if (item && item.data.data) { let update = { _id: item.id, "data.equipped": !item.data.data.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.data.items.filter(item => item.type == 'shield' || item.type == 'armor' || item.type == "weapon" || item.type == "equipment"); } /* ------------------------------------------- */ getEquipmentsOnly() { return duplicate(this.data.items.filter(item => item.type == "equipment") || []) } /* ------------------------------------------- */ getSaveRoll() { return { reflex: { "label": "Reflex", "value": this.data.data.abilities.agi.value + this.data.data.abilities.wit.value }, fortitude: { "label": "Fortitude", "value": this.data.data.abilities.str.value + this.data.data.abilities.con.value }, willpower: { "label": "Willpower", "value": this.data.data.abilities.int.value + this.data.data.abilities.cha.value } } } /* ------------------------------------------- */ async buildContainerTree() { let equipments = duplicate(this.data.items.filter(item => item.type == "equipment") || []) for (let equip1 of equipments) { if (equip1.data.iscontainer) { equip1.data.contents = [] equip1.data.contentsEnc = 0 for (let equip2 of equipments) { if (equip1._id != equip2._id && equip2.data.containerid == equip1._id) { equip1.data.contents.push(equip2) let q = equip2.data.quantity ?? 1 equip1.data.contentsEnc += q * equip2.data.weight } } } } // Compute whole enc let enc = 0 for (let item of equipments) { item.data.idrDice = CrucibleUtility.getDiceFromLevel(Number(item.data.idr)) if (item.data.equipped) { if (item.data.iscontainer) { enc += item.data.contentsEnc } else if (item.data.containerid == "") { let q = item.data.quantity ?? 1 enc += q * item.data.weight } } } for (let item of this.data.items) { // Process items/shields/armors if ((item.type == "weapon" || item.type == "shield" || item.type == "armor") && item.data.data.equipped) { let q = item.data.data.quantity ?? 1 enc += q * item.data.data.weight } } // Store local values this.encCurrent = enc this.containersTree = equipments.filter(item => item.data.containerid == "") // Returns the root of equipements without container // Manages slow effect let overCapacity = Math.floor(this.encCurrent / this.getEncumbranceCapacity()) this.encHindrance = Math.floor(this.encCurrent / this.getEncumbranceCapacity()) //console.log("Capacity", overCapacity, this.encCurrent / this.getEncumbranceCapacity() ) let effect = this.data.items.find(item => item.type == "effect" && item.data.data.slow) if (overCapacity >= 4) { if (!effect) { effect = await CrucibleUtility.getEffectFromCompendium("Slowed") effect.data.slow = true this.createEmbeddedDocuments('Item', [effect]) } } else { if (effect) { this.deleteEmbeddedDocuments('Item', [effect.id]) } } } /* -------------------------------------------- */ getAbility(abilKey) { return this.data.data.abilities[abilKey]; } /* -------------------------------------------- */ async addObjectToContainer(itemId, containerId) { let container = this.data.items.find(item => item.id == containerId && item.data.data.iscontainer) let object = this.data.items.find(item => item.id == itemId) if (container) { if (object.data.data.iscontainer) { ui.notifications.warn("Only 1 level of container allowed") return } let alreadyInside = this.data.items.filter(item => item.data.data.containerid && item.data.data.containerid == containerId); if (alreadyInside.length >= container.data.data.containercapacity) { ui.notifications.warn("Container is already full !") return } else { await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'data.containerid': containerId }]) } } else if (object && object.data.data.containerid) { // remove from container console.log("Removeing: ", object) await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'data.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.data.items.find(item => item.id == equipmentId); if (item && item.data.data) { let update = { _id: item.id, "data.equipped": !item.data.data.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.data.data.subactors) { subActors.push(duplicate(game.actors.get(id))) } return subActors; } /* -------------------------------------------- */ async addSubActor(subActorId) { let subActors = duplicate(this.data.data.subactors); subActors.push(subActorId); await this.update({ 'data.subactors': subActors }); } /* -------------------------------------------- */ async delSubActor(subActorId) { let newArray = []; for (let id of this.data.data.subactors) { if (id != subActorId) { newArray.push(id); } } await this.update({ 'data.subactors': newArray }); } /* -------------------------------------------- */ syncRoll(rollData) { this.lastRollId = rollData.rollId; CrucibleUtility.saveRollData(rollData); } /* -------------------------------------------- */ getOneSkill(skillId) { let skill = this.data.items.find(item => item.type == 'skill' && item.id == skillId) if (skill) { skill = duplicate(skill); } return skill; } /* -------------------------------------------- */ async deleteAllItemsByType(itemType) { let items = this.data.items.filter(item => item.type == itemType); await this.deleteEmbeddedDocuments('Item', items); } /* -------------------------------------------- */ async addItemWithoutDuplicate(newItem) { let item = this.data.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.data.items.get(skillId) if (skill) { await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'data.exp': skill.data.data.exp + inc }]) let chatData = { user: game.user.id, rollMode: game.settings.get("core", "rollMode"), whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')), content: `