/* -------------------------------------------- */ 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(); } /* -------------------------------------------- */ computeHitPoints() { let hp = duplicate(this.system.secondary.hp) let max = (this.system.abilities.str.value + this.system.abilities.con.value) * 6 if (max != hp.max || hp.value > max) { hp.max = max hp.value = max // Init case this.update({ 'system.secondary.hp': hp }) } } /* -------------------------------------------- */ computeEffortPoints() { let effort = duplicate(this.system.secondary.effort) let max = (this.system.abilities.con.value + this.system.abilities.int.value) * 6 if (max != effort.max || effort.value > max) { effort.max = max effort.value = max // Init case this.update({ 'system.secondary.effort': effort }) } } /* -------------------------------------------- */ prepareDerivedData() { if (this.type == 'character' || game.user.isGM) { this.system.encCapacity = this.getEncumbranceCapacity() this.buildContainerTree() this.computeHitPoints() this.computeEffortPoints() } super.prepareDerivedData(); } /* -------------------------------------------- */ _preUpdate(changed, options, user) { super._preUpdate(changed, options, user); } /* -------------------------------------------- */ getEncumbranceCapacity() { return 1; } /* -------------------------------------------- */ getMoneys() { let comp = this.items.filter(item => item.type == 'money'); CrucibleUtility.sortArrayObjectsByName(comp) return comp; } /* -------------------------------------------- */ getFeats() { let comp = duplicate(this.items.filter(item => item.type == 'feat') || []); CrucibleUtility.sortArrayObjectsByName(comp) return comp; } /* -------------------------------------------- */ getFeatsWithDie() { let comp = duplicate(this.items.filter(item => item.type == 'feat' && item.system.isfeatdie) || []); CrucibleUtility.sortArrayObjectsByName(comp) return comp; } getFeatsWithSL() { let comp = duplicate(this.items.filter(item => item.type == 'feat' && item.system.issl) || []); CrucibleUtility.sortArrayObjectsByName(comp) return comp; } /* -------------------------------------------- */ getLore() { let comp = duplicate(this.items.filter(item => item.type == 'spell') || []); CrucibleUtility.sortArrayObjectsByName(comp) return comp; } getEquippedWeapons() { let comp = duplicate(this.items.filter(item => item.type == 'weapon' && item.system.equipped) || []); CrucibleUtility.sortArrayObjectsByName(comp) return comp; } /* -------------------------------------------- */ getArmors() { let comp = duplicate(this.items.filter(item => item.type == 'armor') || []); CrucibleUtility.sortArrayObjectsByName(comp) return comp; } getEquippedArmor() { let comp = this.items.find(item => item.type == 'armor' && item.system.equipped) if (comp) { return duplicate(comp) } return undefined } /* -------------------------------------------- */ getShields() { let comp = duplicate(this.items.filter(item => item.type == 'shield') || []); CrucibleUtility.sortArrayObjectsByName(comp) return comp; } getEquippedShield() { let comp = this.items.find(item => item.type == 'shield' && item.system.equipped) if (comp) { return duplicate(comp) } return undefined } /* -------------------------------------------- */ getRace() { let race = this.items.filter(item => item.type == 'race') return race[0] ?? []; } /* -------------------------------------------- */ 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') || []); CrucibleUtility.sortArrayObjectsByName(comp) return comp; } /* -------------------------------------------- */ getWeapons() { let comp = duplicate(this.items.filter(item => item.type == 'weapon') || []); CrucibleUtility.sortArrayObjectsByName(comp) return comp; } /* -------------------------------------------- */ getItemById(id) { let item = this.items.find(item => item.id == id); if (item) { item = duplicate(item) } return item; } /* -------------------------------------------- */ getSkills() { let comp = duplicate(this.items.filter(item => item.type == 'skill') || []) for (let skill of comp) { CrucibleUtility.updateSkill(skill) } CrucibleUtility.sortArrayObjectsByName(comp) return comp } /* -------------------------------------------- */ getRelevantAbility(statKey) { let comp = duplicate(this.items.filter(item => item.type == 'skill' && item.system.ability == ability) || []); 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") || []) } /* ------------------------------------------- */ getSaveRoll() { return { reflex: { "label": "Reflex Save", "img": "systems/fvtt-crucible-rpg/images/icons/saves/reflex_save.webp", "value": this.system.abilities.agi.value + this.system.abilities.wit.value }, fortitude: { "label": "Fortitude Save", "img": "systems/fvtt-crucible-rpg/images/icons/saves/fortitude_save.webp", "value": this.system.abilities.str.value + this.system.abilities.con.value }, willpower: { "label": "Willpower Save", "img": "systems/fvtt-crucible-rpg/images/icons/saves/will_save.webp", "value": this.system.abilities.int.value + this.system.abilities.cha.value } } } /* ------------------------------------------- */ 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 = CrucibleUtility.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 CrucibleUtility.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) } /* -------------------------------------------- */ getAbility(abilKey) { return this.system.abilities[abilKey]; } /* -------------------------------------------- */ 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; CrucibleUtility.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: `