/* -------------------------------------------- */ import { HawkmoonUtility } from "./hawkmoon-utility.js"; import { HawkmoonRollDialog } from "./hawkmoon-roll-dialog.js"; /* -------------------------------------------- */ const __degatsBonus = [-2, -2, -1, -1, 0, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 8, 8, 9, 9, 10, 10] const __vitesseBonus = [-2, -2, -1, -1, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8] /* -------------------------------------------- */ /** * Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system. * @extends {Actor} */ export class HawkmoonActor 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 == 'personnage') { const skills = await HawkmoonUtility.loadCompendium("fvtt-hawkmoon-cyd.skills") data.items = skills.map(i => i.toObject()) } if (data.type == 'creature') { const skills = await HawkmoonUtility.loadCompendium("fvtt-hawkmoon-cyd.skills-creatures") data.items = skills.map(i => i.toObject()) data.items.push({ name: "Arme naturelle 1", type: 'arme', img: "systems/fvtt-hawkmoon-cyd/assets/icons/melee.webp", system: { typearme: "contact", bonusmaniementoff: 0, seuildefense: 0, degats: "0" } }) data.items.push({ name: "Arme naturelle 2", type: 'arme', img: "systems/fvtt-hawkmoon-cyd/assets/icons/melee.webp", system: { typearme: "contact", bonusmaniementoff: 0, seuildefense: 0, degats: "0" } }) } return super.create(data, options); } /* -------------------------------------------- */ getBonusDefenseFromTalents() { let talents = this.items.filter(item => item.type == "talent" && item.system.isautomated) let bonus = 0 for (let talent of talents) { for (let auto of talent.system.automations) { if (auto.eventtype == "bonus-permanent" && auto.bonusname == "bonus-defensif") { bonus += Number(auto.bonus || 0) } } } return bonus } /* -------------------------------------------- */ prepareArme(arme) { arme = duplicate(arme) let combat = this.getCombatValues() if (arme.system.typearme == "contact" || arme.system.typearme == "contactjet") { let bonusDefense = this.getBonusDefenseFromTalents() arme.system.competence = duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "mêlée")) arme.system.attrKey = "pui" arme.system.totalDegats = arme.system.degats + "+" + combat.bonusDegatsTotal arme.system.totalOffensif = this.system.attributs.pui.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.seuildefense + bonusDefense console.log("Arme", arme.system.totalDefensif, combat, arme.system.competence.system.niveau, arme.system.seuildefense, bonusDefense) arme.system.isdefense = true arme.system.isMelee = true arme.system.isDistance = false } if (arme.system.typearme == "jet" || arme.system.typearme == "tir") { arme.system.competence = duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "armes à distance")) arme.system.attrKey = "adr" arme.system.totalOffensif = this.system.attributs.adr.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff arme.system.totalDegats = arme.system.degats arme.system.isMelee = false arme.system.isDistance = true if (arme.system.isdefense) { arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.seuildefense } } return arme } /* -------------------------------------------- */ getItemSorted(types) { let items = this.items.filter(item => types.includes(item.type)) || [] HawkmoonUtility.sortArrayObjectsByName(items) return items } getWeapons() { let armes = [] for (let arme of this.items) { if (arme.type == "arme") { armes.push(this.prepareArme(arme)) } } HawkmoonUtility.sortArrayObjectsByName(armes) return armes } getMonnaies() { return this.getItemSorted(["monnaie"]) } getEquipments() { return this.getItemSorted(["equipement"]) } getArtefacts() { return this.getItemSorted(["artefact"]) } getArmors() { return this.getItemSorted(["protection"]) } getHistoriques() { return this.getItemSorted(["historique"]) } getProfils() { return this.getItemSorted(["profil"]) } getTalents() { return this.getItemSorted(["talent"]) } getRessources() { return this.getItemSorted(["ressource"]) } getContacts() { return this.getItemSorted(["contact"]) } getMutations() { return this.getItemSorted(["mutation"]) } /* -------------------------------------------- */ getSkills() { let comp = [] for (let item of this.items) { item = duplicate(item) if (item.type == "competence") { item.system.attribut1total = item.system.niveau + (this.system.attributs[item.system.attribut1]?.value || 0) item.system.attribut2total = item.system.niveau + (this.system.attributs[item.system.attribut2]?.value || 0) item.system.attribut3total = item.system.niveau + (this.system.attributs[item.system.attribut3]?.value || 0) if (item.system.niveau == 0) { item.system.attribut1total -= 3 item.system.attribut2total -= 3 item.system.attribut3total -= 3 } item.system.attribut1label = this.system.attributs[item.system.attribut1]?.label || "" item.system.attribut2label = this.system.attributs[item.system.attribut2]?.label || "" item.system.attribut3label = this.system.attributs[item.system.attribut3]?.label || "" comp.push(item) } } HawkmoonUtility.sortArrayObjectsByName(comp) return comp } /* ----------------------- --------------------- */ addMember(actorId) { let members = duplicate(this.system.members) members.push({ id: actorId }) this.update({ 'system.members': members }) } async removeMember(actorId) { let members = this.system.members.filter(it => it.id != actorId) this.update({ 'system.members': members }) } /* -------------------------------------------- */ getDefenseBase() { return Math.max(this.system.attributs.tre.value, this.system.attributs.adr.value) } /* -------------------------------------------- */ getVitesseBase() { return 5 + __vitesseBonus[this.system.attributs.adr.value] } /* -------------------------------------------- */ getProtection() { let equipProtection = 0 for (let armor of this.items) { if (armor.type == "protection" && armor.system.equipped) { equipProtection += Number(armor.system.protection) } } if (equipProtection < 4) { return 4 + equipProtection // Cas des boucliers + sans armure } return equipProtection // Uniquement la protection des armures + boucliers } /* -------------------------------------------- */ getCombatValues() { let combat = { initBase: this.system.attributs.adr.value, initTotal: this.system.attributs.adr.value + this.system.combat.initbonus, bonusDegats: this.getBonusDegats(), bonusDegatsTotal: this.getBonusDegats() + this.system.combat.bonusdegats, vitesseBase: this.getVitesseBase(), vitesseTotal: this.getVitesseBase() + this.system.combat.vitessebonus, defenseBase: this.getDefenseBase(), protection: this.getProtection(), defenseTotal: this.getDefenseBase() + this.system.combat.defensebonus + this.getProtection() - this.getTotalAdversite() } return combat } /* -------------------------------------------- */ prepareBaseData() { } /* -------------------------------------------- */ async prepareData() { super.prepareData(); } /* -------------------------------------------- */ prepareDerivedData() { if (this.type == 'personnage') { let talentBonus = this.getVigueurBonus() let vigueur = Math.floor((this.system.attributs.pui.value + this.system.attributs.tre.value) / 2) + talentBonus + this.system.sante.vigueurmodifier if (vigueur != this.system.sante.vigueur) { this.update({ 'system.sante.vigueur': vigueur }) } } super.prepareDerivedData() } /* -------------------------------------------- */ _preUpdate(changed, options, user) { super._preUpdate(changed, options, user); } /* -------------------------------------------- */ getItemById(id) { let item = this.items.find(item => item.id == id); if (item) { item = duplicate(item) } return item; } /* -------------------------------------------- */ async equipItem(itemId) { let item = this.items.find(item => item.id == itemId) if (item && item.system) { let update = { _id: item.id, "system.equipped": !item.system.equipped } await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity } } /* -------------------------------------------- */ editItemField(itemId, itemType, itemField, dataType, value) { let item = this.items.find(item => item.id == itemId) if (item) { console.log("Item ", item, itemField, dataType, value) if (dataType.toLowerCase() == "number") { value = Number(value) } else { value = String(value) } let update = { _id: item.id, [`system.${itemField}`]: value }; this.updateEmbeddedDocuments("Item", [update]) } } /* -------------------------------------------- */ checkAttribut(attribut, minLevel) { let attr = this.system.attributs.find(at => at.labelnorm == attribut.toLowerCase()) if (attr && attr.value >= minLevel) { return { isValid: true, attr: duplicate(attr) } } return { isValid: false } } /* -------------------------------------------- */ checkAttributOrCompetenceLevel(compName, minLevel) { let comp = this.items.find(i => i.type == "competence" && i.name.toLowerCase() == compName.toLowerCase() && i.system.niveau >= minLevel) if (comp) { return { isValid: true, item: duplicate(comp) } } else { for (let attrKey in this.system.attributs) { if (this.system.attributs[attrKey].label.toLowerCase() == compName.toLowerCase() && this.system.attributs[attrKey].value >= minLevel) { return { isValid: true, item: duplicate(this.system.attributs[attrKey]) } } } } return { isValid: false, warningMessage: `Prérequis insuffisant : la compétence/attribut ${compName} doit être de niveau ${minLevel} au minimum` } } /* -------------------------------------------- */ addCompetenceBonus(compName, bonus, baCost) { let comp = this.items.find(i => i.type == "competence" && i.name.toLowerCase() == compName.toLowerCase()) if (comp) { comp = duplicate(comp) comp.system.bonus = bonus comp.system.baCost = baCost return { isValid: true, item: comp } } return { isValid: false, warningMessage: `Compétence ${compName} non trouvée` } } /* -------------------------------------------- */ checkIfCompetence(compName) { let comp = this.items.find(i => i.type == "competence" && i.name.toLowerCase() == compName.toLowerCase()) if (comp) { return { isValid: true, item: comp } } return { isValid: false } } /* -------------------------------------------- */ getVigueur() { return this.system.sante.vigueur } /* -------------------------------------------- */ getVigueurBonus() { let talents = this.items.filter(item => item.type == "talent" && item.system.isautomated) let bonus = 0 for (let talent of talents) { for (let auto of talent.system.automations) { if (auto.eventtype == "bonus-permanent" && auto.bonusname == "vigueur") { bonus += Number(auto.bonus || 0) } } } return bonus } /* -------------------------------------------- */ getBonneAventure() { return this.system.bonneaventure.actuelle } /* -------------------------------------------- */ checkBonneAventure(cost) { return (this.system.bonneaventure.actuelle >= cost) } /* -------------------------------------------- */ changeBonneAventure(value) { let newBA = this.system.bonneaventure.actuelle newBA += value this.update({ 'system.bonneaventure.actuelle': newBA }) } /* -------------------------------------------- */ getEclat() { return this.system.eclat.value } /* -------------------------------------------- */ changeEclat(value) { let newE = this.system.eclat.value newE += value this.update({ 'system.eclat.value': newE }) } /* -------------------------------------------- */ compareName(a, b) { if (a.name < b.name) { return -1; } if (a.name > b.name) { return 1; } return 0; } /* -------------------------------------------- */ getAttribute(attrKey) { return this.system.attributes[attrKey] } /* -------------------------------------------- */ getBonusDegats() { return 0; } /* -------------------------------------------- */ changeEtatCombativite(value) { let sante = duplicate(this.system.sante) sante.etat += Number(value) sante.etat = Math.max(sante.etat, 0) sante.etat = Math.min(sante.etat, 5) this.update({ 'system.sante': sante }) if (sante.etat == this.system.sante.nbcombativite) { ChatMessage.create({ content: `${this.name} est vaincu !` }) } // Gestion des états affaibli et très affaibli if (sante.etat == this.system.sante.nbcombativite-2 || sante.etat == this.system.sante.nbcombativite-1) { if (sante.etat == this.system.sante.nbcombativite-2 && this.items.find(item => item.type == "talent" && item.name.toLowerCase() == "encaissement")) { ChatMessage.create({ content: `${this.name} ne subit pas les 2 adversités rouge grâce à Encaissement. Pensez à les ajouter à la fin de la scène !` }) } else if (sante.etat == this.system.sante.nbcombativite-1 && this.items.find(item => item.type == "talent" && item.name.toLowerCase().includes("vaillant"))) { ChatMessage.create({ content: `${this.name} ne subit pas les 2 adversités rouge grâce à Vaillant. Pensez à les ajouter à la fin de la scène !` }) } else { ChatMessage.create({ content: `${this.name} subit 2 adversités rouge !` }) this.incDecAdversite("rouge", 2) } } } /* -------------------------------------------- */ async equipGear(equipmentId) { let item = this.items.find(item => item.id == equipmentId); if (item?.system?.data) { let update = { _id: item.id, "system.equipped": !item.system.equipped }; await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity } } /* -------------------------------------------- */ 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 }); } /* -------------------------------------------- */ getTotalAdversite() { return this.system.adversite.bleue + this.system.adversite.rouge + this.system.adversite.noire } /* -------------------------------------------- */ async incDecAdversite(adv, incDec = 0) { let adversite = duplicate(this.system.adversite) adversite[adv] += Number(incDec) adversite[adv] = Math.max(adversite[adv], 0) this.update({ 'system.adversite': adversite }) } /* -------------------------------------------- */ async incDecQuantity(objetId, incDec = 0) { let objetQ = this.items.get(objetId) if (objetQ) { let newQ = objetQ.system.quantite + incDec newQ = Math.max(newQ, 0) await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.quantite': newQ }]); // pdates one EmbeddedEntity } } /* -------------------------------------------- */ computeRichesse() { let valueSC = 0 for (let monnaie of this.items) { if (monnaie.type == "monnaie") { valueSC += Number(monnaie.system.prixsc) * Number(monnaie.system.quantite) } } return HawkmoonUtility.computeMonnaieDetails(valueSC) } /* -------------------------------------------- */ computeValeurEquipement() { let valueSC = 0 for (let equip of this.items) { if (equip.type == "equipement" || equip.type == "arme" || equip.type == "protection") { valueSC += Number(equip.system.prixsc) * Number(equip.system.quantite ?? 1) valueSC += (Number(equip.system.prixca) * Number(equip.system.quantite ?? 1)) * 20 valueSC += (Number(equip.system.prixpo) * Number(equip.system.quantite ?? 1)) * 400 } } return HawkmoonUtility.computeMonnaieDetails(valueSC) } /* -------------------------------------------- */ getCompetence(compId) { return this.items.get(compId) } /* -------------------------------------------- */ async setPredilectionUsed(compId, predIdx) { let comp = this.items.get(compId) let pred = duplicate(comp.system.predilections) pred[predIdx].used = true await this.updateEmbeddedDocuments('Item', [{ _id: compId, 'system.predilections': pred }]) } /* -------------------------------------------- */ getInitiativeScore() { let init = this.getFlag("world", "last-initiative") return init || -1 } /* -------------------------------------------- */ getBestDefenseValue() { let defenseList = this.items.filter(item => (item.type == "arme") && item.system.equipped) let maxDef = 0 let bestArme for (let arme of defenseList) { if (arme.type == "arme") { arme = this.prepareArme(arme) } if (arme.system.totalDefensif > maxDef) { maxDef = arme.system.totalDefensif bestArme = duplicate(arme) } } return bestArme } /* -------------------------------------------- */ searchRelevantTalents(competence) { let talents = [] for (let talent of this.items) { if (talent.type == "talent" && talent.system.isautomated && talent.system.automations.length > 0) { for (let auto of talent.system.automations) { if (auto.eventtype === "prepare-roll") { if (auto.competence.toLowerCase() == competence.name.toLowerCase()) { talent = duplicate(talent) talent.system.bonus = auto.bonus talent.system.baCost = auto.baCost talents.push(talent) } } } } } return talents } /* -------------------------------------------- */ buildListeAdversites() { return [] } /* -------------------------------------------- */ getCommonRollData(attrKey = undefined, compId = undefined, compName = undefined) { let rollData = HawkmoonUtility.getBasicRollData() rollData.alias = this.name rollData.actorImg = this.img rollData.actorId = this.id rollData.tokenId = this.token?.id rollData.img = this.img rollData.attributs = HawkmoonUtility.getAttributs() rollData.maitriseId = "none" rollData.nbEclat = this.system.eclat.value rollData.nbBA = this.system.bonneaventure.actuelle rollData.nbAdversites = this.getTotalAdversite() rollData.talents = [] rollData.attrKey2 = "none" rollData.coupDevastateur = this.items.find(it => it.type =="talent" && it.name.toLowerCase() == "coup dévastateur" && !it.system.used) if (attrKey) { rollData.attrKey = attrKey if (attrKey != "tochoose") { rollData.actionImg = "systems/fvtt-hawkmoon-cyd/assets/icons/" + this.system.attributs[attrKey].labelnorm + ".webp" rollData.attr = duplicate(this.system.attributs[attrKey]) } } if (compId) { rollData.competence = duplicate(this.items.get(compId) || {}) rollData.maitrises = rollData.competence.system.predilections.filter(p => p.maitrise) rollData.actionImg = rollData.competence?.img rollData.talents = this.searchRelevantTalents(rollData.competence) } if (compName) { rollData.competence = duplicate(this.items.find(item => item.name.toLowerCase() == compName.toLowerCase()) || {}) rollData.actionImg = rollData.competence?.img } return rollData } /* -------------------------------------------- */ async rollAttribut(attrKey, isInit = false) { let rollData = this.getCommonRollData(attrKey) rollData.multiplier = (isInit) ? 1 : 2 rollData.isInit = isInit let rollDialog = await HawkmoonRollDialog.create(this, rollData) rollDialog.render(true) } /* -------------------------------------------- */ async rollCompetence(attrKey, compId) { let rollData = this.getCommonRollData(attrKey, compId) rollData.multiplier = 1 // Attr multiplier, always 1 in competence mode console.log("RollDatra", rollData) let rollDialog = await HawkmoonRollDialog.create(this, rollData) rollDialog.render(true) } /* -------------------------------------------- */ async rollArmeOffensif(armeId) { let arme = this.items.get(armeId) if (arme.type == "arme") { arme = this.prepareArme(arme) } let rollData = this.getCommonRollData(arme.system.attrKey, arme.system.competence._id) rollData.arme = arme HawkmoonUtility.updateWithTarget(rollData) console.log("ARME!", rollData) let rollDialog = await HawkmoonRollDialog.create(this, rollData) rollDialog.render(true) } /* -------------------------------------------- */ async rollArmeDegats(armeId, targetVigueur = undefined, rollDataInput = undefined) { let arme = this.items.get(armeId) if (arme.type == "arme") { arme = this.prepareArme(arme) } console.log("DEGATS", arme, targetVigueur, rollDataInput) let roll let bonus = 0 let bonus2 = 0 if (rollDataInput?.applyCoupDevastateur) { bonus2 = Math.floor(this.system.attributs.pui.value / 2) let talent = this.items.find(item => item.type == "talent" && item.name.toLowerCase() == "coup dévastateur") this.updateEmbeddedDocuments('Item', [{ _id: talent.id, 'system.used': true }]) } if (rollDataInput?.isHeroique) { if (rollDataInput?.attaqueCharge) { bonus = 5 } roll = new Roll("2d10rr10+" + arme.system.totalDegats + "+" + bonus + "+" + bonus2).roll({ async: false }) } else { if (rollDataInput?.attaqueCharge) { bonus = 3 } roll = new Roll("1d10+" + arme.system.totalDegats + "+" + bonus + "+" + bonus2).roll({ async: false }) } await HawkmoonUtility.showDiceSoNice(roll, game.settings.get("core", "rollMode")); let nbEtatPerdus = 0 if (targetVigueur) { nbEtatPerdus = Math.floor(roll.total / targetVigueur) } console.log(roll) let rollData = { arme: arme, finalResult: roll.total, formula: roll.formula, alias: this.name, actorImg: this.img, actorId: this.id, defenderTokenId: rollDataInput?.defenderTokenId, actionImg: arme.img, targetVigueur: targetVigueur, nbEtatPerdus: nbEtatPerdus } HawkmoonUtility.createChatWithRollMode(rollData.alias, { content: await renderTemplate(`systems/fvtt-hawkmoon-cyd/templates/chat-degats-result.html`, rollData) }) if (rollDataInput?.defenderTokenId && nbEtatPerdus) { HawkmoonUtility.applyCombativite(rollDataInput, nbEtatPerdus) } } }