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/* -------------------------------------------- */
import { Hero6Utility } from "./hero6-utility.js" ;
import { Hero6RollDialog } from "./hero6-roll-dialog.js" ;
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import { Hero6LiftDice } from "./hero6-lift-dice.js" ;
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/* -------------------------------------------- */
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const _ _speed2Segments = [ [ 0 ] , [ 7 ] , [ 6 , 12 ] , [ 4 , 8 , 12 ] , [ 3 , 6 , 9 , 12 ] , [ 3 , 5 , 8 , 10 , 12 ] , [ 2 , 4 , 6 , 8 , 10 , 12 ] ,
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[ 2 , 4 , 6 , 7 , 9 , 11 , 12 ] , [ 2 , 3 , 5 , 6 , 8 , 9 , 11 , 12 ] , [ 2 , 3 , 4 , 6 , 7 , 8 , 10 , 11 , 12 ] , [ 2 , 3 , 4 , 5 , 6 , 8 , 9 , 10 , 11 , 12 ] ,
[ 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 , 10 , 11 , 12 ] , [ 1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 , 10 , 11 , 12 ] ]
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/* -------------------------------------------- */
/* -------------------------------------------- */
/ * *
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system .
* @ extends { Actor }
* /
export class Hero6Actor 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' ) {
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//const skills = await Hero6Utility.loadCompendium("fvtt-hero-system-6.skills");
//data.items = skills.map(i => i.toObject())
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}
if ( data . type == 'npc' ) {
}
return super . create ( data , options ) ;
}
/* -------------------------------------------- */
prepareBaseData ( ) {
}
/* -------------------------------------------- */
async prepareData ( ) {
super . prepareData ( ) ;
}
/* -------------------------------------------- */
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computeDerivatedData ( ) {
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if ( this . type == "character" ) {
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let newSTREND = this . computeSTREND ( )
if ( newSTREND != this . system . characteristics . str . strend ) {
this . update ( { 'system.characteristics.str.strend' : newSTREND } )
}
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}
}
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computeDicesValue ( ) {
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this . system . biodata . presenceattack = Hero6Utility . getDerivatedDiceFormulas ( this . system . characteristics . pre . value )
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this . system . characteristics . str . strdice = Hero6LiftDice . getLiftDice ( this . system . characteristics . str . value )
this . system . characteristics . str . lift = Hero6LiftDice . getLift ( this . system . characteristics . str . value )
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}
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/* -------------------------------------------- */
prepareDerivedData ( ) {
if ( this . type == 'character' || game . user . isGM ) {
this . system . encCapacity = this . getEncumbranceCapacity ( )
this . buildContainerTree ( )
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this . computeDerivatedData ( )
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this . computeDicesValue ( )
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}
super . prepareDerivedData ( ) ;
}
/* -------------------------------------------- */
_preUpdate ( changed , options , user ) {
super . _preUpdate ( changed , options , user ) ;
}
/* -------------------------------------------- */
getEncumbranceCapacity ( ) {
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let numLift = this . system . characteristics . str . lift . match ( /\d*\s/g )
if ( numLift && numLift [ 0 ] && Number ( numLift [ 0 ] ) ) {
return numLift [ 0 ] / 2
}
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}
/* -------------------------------------------- */
getMoneys ( ) {
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let comp = this . items . filter ( item => item . type == 'currency' ) ;
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Hero6Utility . sortArrayObjectsByName ( comp )
return comp ;
}
getEquippedWeapons ( ) {
let comp = duplicate ( this . items . filter ( item => item . type == 'weapon' && item . system . equipped ) || [ ] ) ;
Hero6Utility . sortArrayObjectsByName ( comp )
return comp ;
}
/* -------------------------------------------- */
getArmors ( ) {
let comp = duplicate ( this . items . filter ( item => item . type == 'armor' ) || [ ] ) ;
Hero6Utility . 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' ) || [ ] ) ;
Hero6Utility . 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
}
/* -------------------------------------------- */
getItemById ( id ) {
let item = this . items . find ( item => item . id == id ) ;
if ( item ) {
item = duplicate ( item )
}
return item ;
}
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/* -------------------------------------------- */
prepareSkill ( skill ) {
skill . roll = 0
skill . charac = "N/A"
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skill . system . skilltype = skill . system . skilltype . toLowerCase ( )
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if ( skill . system . skillfamiliarity ) {
skill . roll = 8 ;
} else if ( skill . system . skillprofiency ) {
skill . roll = 10 ;
} else if ( skill . system . skilltype == "agility" ) {
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skill . charac = "dex"
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let charac = duplicate ( this . system . characteristics . dex )
this . prepareCharacValues ( charac )
skill . roll = charac . roll
} else if ( skill . system . skilltype == "interaction" ) {
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skill . charac = "pre"
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let charac = duplicate ( this . system . characteristics . pre )
this . prepareCharacValues ( charac )
skill . roll = charac . roll
} else if ( skill . system . skilltype == "intellect" ) {
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skill . charac = "int"
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let charac = duplicate ( this . system . characteristics . int )
this . prepareCharacValues ( charac )
skill . roll = charac . roll
} else if ( skill . system . skilltype == "background" ) {
skill . roll = 11
} else if ( skill . system . skilltype == "custom" ) {
if ( skill . system . characteristic == "manual" ) {
skill . roll = skill . system . base
} else {
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skill . charac = ( skill . system . characteristic == "" ) ? "str" : skill . system . characteristic
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let charac = duplicate ( this . system . characteristics [ skill . system . characteristic ] )
this . prepareCharacValues ( charac )
skill . roll = charac . roll
}
}
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console . log ( "SILL" , skill )
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if ( skill . system . levels > 0 ) {
skill . roll += skill . system . levels
}
}
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/* -------------------------------------------- */
getSkills ( ) {
let comp = duplicate ( this . items . filter ( item => item . type == 'skill' ) || [ ] )
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for ( let skill of comp ) {
this . prepareSkill ( skill )
}
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Hero6Utility . sortArrayObjectsByName ( comp )
return comp
}
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getPerks ( ) {
let comp = duplicate ( this . items . filter ( item => item . type == 'perk' ) || [ ] )
Hero6Utility . sortArrayObjectsByName ( comp )
return comp
}
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async getPowers ( ) {
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let comp = duplicate ( this . items . filter ( item => item . type == 'power' ) || [ ] )
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for ( let c of comp ) {
c . enrichDescription = c . name + "<br>" + await TextEditor . enrichHTML ( c . system . description , { async : true } )
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c . enrichNotes = c . name + "<br>" + await TextEditor . enrichHTML ( c . system . notes , { async : true } )
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}
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Hero6Utility . sortArrayObjectsByName ( comp )
return comp
}
getTalents ( ) {
let comp = duplicate ( this . items . filter ( item => item . type == 'talent' ) || [ ] )
Hero6Utility . sortArrayObjectsByName ( comp )
return comp
}
getComplications ( ) {
let comp = duplicate ( this . items . filter ( item => item . type == 'complication' ) || [ ] )
Hero6Utility . sortArrayObjectsByName ( comp )
return comp
}
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/* -------------------------------------------- */
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 ;
}
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getManeuvers ( ) {
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let maneuvers = {
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general : this . items . filter ( item => item . type == "maneuver" && item . system . maneuvertype == "general" ) ,
offensive : this . items . filter ( item => item . type == "maneuver" && item . system . maneuvertype == "offensive" ) ,
defensive : this . items . filter ( item => item . type == "maneuver" && item . system . maneuvertype == "defensive" )
}
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Hero6Utility . sortArrayObjectsByName ( maneuvers . general )
Hero6Utility . sortArrayObjectsByName ( maneuvers . offensive )
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Hero6Utility . sortArrayObjectsByName ( maneuvers . defensive )
return maneuvers
}
getNonStockManeuvers ( ) {
let maneuvers = this . items . filter ( item => item . type == "maneuver" && ! item . system . isstock )
Hero6Utility . sortArrayObjectsByName ( maneuvers )
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return maneuvers
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}
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getEquipments ( ) {
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let list = this . items . filter ( item => item . type == "equipment" && item . system . subtype == "equipment" ) ;
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Hero6Utility . sortArrayObjectsByName ( list )
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return list
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}
getWeapons ( ) {
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let list = this . items . filter ( item => item . type == "equipment" && item . system . subtype == "weapon" ) ;
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Hero6Utility . sortArrayObjectsByName ( list )
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return list
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}
getArmors ( ) {
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let list = this . items . filter ( item => item . type == "equipment" && item . system . subtype == "armor" ) ;
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Hero6Utility . sortArrayObjectsByName ( list )
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return list
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}
getShields ( ) {
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let list = this . items . filter ( item => item . type == "equipment" && item . system . subtype == "shield" ) ;
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Hero6Utility . sortArrayObjectsByName ( list )
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return list
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}
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getEquipmentsMoneys ( ) {
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let list = duplicate ( this . items . filter ( item => item . type == "equipment" && ( item . system . subtype == "equipment" || item . system . subtype == "money" ) ) || [ ] )
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Hero6Utility . sortArrayObjectsByName ( list )
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return list
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}
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getEquipmentsOnly ( ) {
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let list = duplicate ( this . items . filter ( item => item . type == "equipment" && item . system . subtype == "equipment" ) || [ ] )
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Hero6Utility . sortArrayObjectsByName ( list )
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return list
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}
/* ------------------------------------------- */
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buildContainerTree ( ) {
let equipments = duplicate ( this . items . filter ( item => item . type == "equipment" ) || [ ] ) ;
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let enc = 0
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let value = 0
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for ( let equip1 of equipments ) {
if ( Number ( equip1 . system . weight ) && Number ( equip1 . system . quantity ) ) {
enc += equip1 . system . weight * equip1 . system . quantity
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}
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if ( Number ( equip1 . system . value ) && Number ( equip1 . system . quantity ) ) {
value += equip1 . system . value * equip1 . system . quantity
}
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}
// Store local values
this . encCurrent = enc
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this . totalValue = value
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}
/* -------------------------------------------- */
async incDecHP ( formula ) {
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let dmgRoll = new Roll ( formula + "[dark-starsorange]" ) . roll ( { async : false } )
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await Hero6Utility . showDiceSoNice ( dmgRoll , game . settings . get ( "core" , "rollMode" ) )
let hp = duplicate ( this . system . secondary . hp )
hp . value = Number ( hp . value ) + Number ( dmgRoll . total )
this . update ( { 'system.secondary.hp' : hp } )
return Number ( dmgRoll . total )
}
/* -------------------------------------------- */
async addObjectToContainer ( itemId , containerId ) {
let container = this . items . find ( item => item . id == containerId && item . system . iscontainer )
let object = this . items . find ( item => item . id == itemId )
if ( container ) {
if ( object . system . iscontainer ) {
ui . notifications . warn ( "Only 1 level of container allowed" )
return
}
let alreadyInside = this . items . filter ( item => item . system . containerid && item . system . containerid == containerId ) ;
if ( alreadyInside . length >= container . system . containercapacity ) {
ui . notifications . warn ( "Container is already full !" )
return
} else {
await this . updateEmbeddedDocuments ( "Item" , [ { _id : object . id , 'system.containerid' : containerId } ] )
}
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} else if ( object ? . system ? . containerid ) { // remove from container
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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 ) ;
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if ( item ? . system ) {
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let update = { _id : item . id , "system.equipped" : ! item . system . equipped } ;
await this . updateEmbeddedDocuments ( 'Item' , [ update ] ) ; // Updates one EmbeddedEntity
}
}
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/* -------------------------------------------- */
async cleanCombat ( ) {
await this . setFlag ( "world" , "hold-action" , false )
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await this . setFlag ( "world" , "abort-action" , { state : false , count : 0 } )
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}
async holdAction ( ) {
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await this . disableAbortAction ( )
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if ( this . getFlag ( "world" , "hold-action" ) ) {
await this . setFlag ( "world" , "hold-action" , false )
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//game.combat.holdAction(this.id, false)
game . combat . forceHold ( this , false )
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return false
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} else {
await this . setFlag ( "world" , "hold-action" , true )
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//game.combat.holdAction(this.id, false)
game . combat . forceHold ( this , true )
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return true
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}
}
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async disableHoldAction ( ) {
await this . setFlag ( "world" , "hold-action" , false )
}
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async disableAbortAction ( ) {
await this . setFlag ( "world" , "abort-action" , { state : false , count : 0 } )
}
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async abortAction ( ) {
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await this . disableHoldAction ( )
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let abort = this . getFlag ( "world" , "abort-action" )
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if ( abort . state ) {
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await this . setFlag ( "world" , "abort-action" , { state : false , count : 0 } )
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game . combat . forceAbort ( this , false )
//game.combat.abortAction(this.id, false)
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} else {
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await this . setFlag ( "world" , "abort-action" , { state : true , count : 0 } )
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game . combat . forceAbort ( this , true )
//game.combat.abortAction(this.id, true)
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}
}
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async incAbortActionCount ( ) {
let abort = this . getFlag ( "world" , "abort-action" )
if ( abort . state ) {
abort . count ++
await this . setFlag ( "world" , "abort-action" , abort )
if ( abort . count == 2 ) {
return true
}
}
return false
}
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getHoldAction ( ) {
return this . getFlag ( "world" , "hold-action" )
}
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getAbortAction ( ) {
let abort = this . getFlag ( "world" , "abort-action" )
return abort ? . state || false
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}
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/* -------------------------------------------- */
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hasPhase ( segmentNumber ) {
let index = Math . min ( Math . max ( this . system . characteristics . spd . value , 1 ) , 12 ) // Security bounds
let phases = _ _speed2Segments [ index ]
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console . log ( "index" , segmentNumber , index , phases , phases . includes ( segmentNumber ) , _ _speed2Segments )
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return phases . includes ( segmentNumber )
}
/* -------------------------------------------- */
getSegments ( ) {
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let index = Math . min ( Math . max ( this . system . characteristics . spd . value , 1 ) , 12 ) // Security bounds
console . log ( "INDEX" , index , _ _speed2Segments [ index ] )
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return _ _speed2Segments [ index ]
}
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getPhasesString ( ) {
let index = Math . min ( Math . max ( this . system . characteristics . spd . value , 1 ) , 12 ) // Security bounds
return _ _speed2Segments [ index ] . toString ( )
}
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/* -------------------------------------------- */
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getBaseInit ( turn ) {
if ( turn != this . turn ) {
let r = new Roll ( "1d6" ) . roll ( { async : false } )
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this . currentInit = this . system . characteristics . dex . initiative + ( r . total / 10 )
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this . turn = turn
}
return this . currentInit
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}
/* -------------------------------------------- */
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 } ) ;
}
/* -------------------------------------------- */
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prepareCharacValues ( charac ) {
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charac . total = charac . value
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charac . roll = 9 + Math . round ( ( charac . value ) / 5 )
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}
prepareCharac ( ) {
let characs = duplicate ( this . system . characteristics )
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for ( let key in characs ) {
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let ch = characs [ key ]
this . prepareCharacValues ( ch )
if ( key == "str" ) {
ch . lift = Hero6LiftDice . getLift ( ch . value )
ch . liftDice = Hero6LiftDice . getLiftDice ( ch . value )
}
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if ( key == "spd" ) {
ch . phasesString = this . getPhasesString ( )
}
if ( key == "pre" ) {
ch . presenceattack = duplicate ( this . system . biodata . presenceattack )
}
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}
return characs
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}
/* -------------------------------------------- */
getOneSkill ( skillId ) {
let skill = this . items . find ( item => item . type == 'skill' && item . id == skillId )
if ( skill ) {
skill = duplicate ( skill ) ;
}
return skill ;
}
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/* -------------------------------------------- */
computeSTREND ( ) {
let newSTREND = 0
switch ( this . system . characteristics . str . strendmode ) {
case "str20" :
newSTREND = Math . floor ( this . system . characteristics . str . value / 20 )
break ;
case "str10" :
newSTREND = Math . floor ( this . system . characteristics . str . value / 10 )
break ;
case "str5" :
newSTREND = Math . floor ( this . system . characteristics . str . value / 5 )
break ;
}
return newSTREND
}
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/* -------------------------------------------- */
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 incDecQuantity ( objetId , incDec = 0 ) {
let objetQ = this . items . get ( objetId )
if ( objetQ ) {
let newQ = objetQ . system . quantity + incDec
if ( newQ >= 0 ) {
const updated = await this . updateEmbeddedDocuments ( 'Item' , [ { _id : objetQ . id , 'system.quantity' : newQ } ] ) // pdates one EmbeddedEntity
}
}
}
/* -------------------------------------------- */
async incDecAmmo ( objetId , incDec = 0 ) {
let objetQ = this . items . get ( objetId )
if ( objetQ ) {
let newQ = objetQ . system . ammocurrent + incDec ;
if ( newQ >= 0 && newQ <= objetQ . system . ammomax ) {
const updated = await this . updateEmbeddedDocuments ( 'Item' , [ { _id : objetQ . id , 'system.ammocurrent' : newQ } ] ) ; // pdates one EmbeddedEntity
}
}
}
/* -------------------------------------------- */
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getCommonRollData ( chKey = undefined ) {
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let rollData = Hero6Utility . getBasicRollData ( )
rollData . alias = this . name
rollData . actorImg = this . img
rollData . actorId = this . id
rollData . img = this . img
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if ( chKey ) {
rollData . charac = duplicate ( this . system . characteristics [ chKey ] )
this . prepareCharacValues ( rollData . charac )
}
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if ( rollData . defenderTokenId ) {
let defenderToken = game . canvas . tokens . get ( rollData . defenderTokenId )
let defender = defenderToken . actor
// Distance management
let token = this . token
if ( ! token ) {
let tokens = this . getActiveTokens ( )
token = tokens [ 0 ]
}
if ( token ) {
const ray = new Ray ( token . object ? . center || token . center , defenderToken . center )
rollData . tokensDistance = canvas . grid . measureDistances ( [ { ray } ] , { gridSpaces : false } ) [ 0 ] / canvas . grid . grid . options . dimensions . distance
} else {
ui . notifications . info ( "No token connected to this actor, unable to compute distance." )
return
}
if ( defender ) {
rollData . forceAdvantage = defender . isAttackerAdvantage ( )
rollData . advantageFromTarget = true
}
}
console . log ( "ROLLDATA" , rollData )
return rollData
}
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/* -------------------------------------------- */
rollPerception ( ) {
let rollData = this . getCommonRollData ( "int" )
rollData . isPerception = true
rollData . charac . roll = Number ( rollData . charac . perceptionroll )
rollData . mode = "perception"
if ( rollData . target ) {
ui . notifications . warn ( "You are targetting a token with a skill : please use a Weapon instead." )
return
}
this . startRoll ( rollData )
}
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/* -------------------------------------------- */
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rollCharac ( chKey ) {
let rollData = this . getCommonRollData ( chKey )
rollData . mode = "charac"
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if ( rollData . target ) {
ui . notifications . warn ( "You are targetting a token with a skill : please use a Weapon instead." )
return
}
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this . startRoll ( rollData )
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}
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/* -------------------------------------------- */
rollItem ( itemId ) {
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let item = this . items . get ( itemId )
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let rollData = this . getCommonRollData ( )
rollData . mode = "item"
rollData . item = duplicate ( item )
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if ( item . type == "skill" ) {
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this . prepareSkill ( rollData . item )
}
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this . startRoll ( rollData )
}
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/* -------------------------------------------- */
async rollDamage ( itemId ) {
let item = this . items . get ( itemId )
let rollData = this . getCommonRollData ( )
rollData . mode = "damage"
rollData . item = duplicate ( item )
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rollData . title = item . name
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rollData . diceFormula = Hero6Utility . convertRollHeroSyntax ( item . system . damage )
let myRoll = new Roll ( rollData . diceFormula ) . roll ( { async : false } )
await Hero6Utility . showDiceSoNice ( myRoll , game . settings . get ( "core" , "rollMode" ) )
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rollData . roll = myRoll
rollData . result = myRoll . total
rollData . bodyValue = Hero6Utility . computeBodyValue ( myRoll )
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let msgFlavor = await renderTemplate ( ` systems/fvtt-hero-system-6/templates/chat/chat-damage-result.hbs ` , rollData )
let msg = await rollData . roll . toMessage ( {
user : game . user . id ,
rollMode : game . settings . get ( "core" , "rollMode" ) ,
flavor : msgFlavor
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} )
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rollData . roll = duplicate ( rollData . roll ) // Convert to object
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msg . setFlag ( "world" , "rolldata" , rollData )
console . log ( "Rolldata result" , rollData )
}
/* -------------------------------------------- */
async rollLiftDice ( ) {
let rollData = this . getCommonRollData ( )
rollData . mode = "lift-dice"
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rollData . diceFormula = Hero6Utility . convertRollHeroSyntax ( Hero6LiftDice . getLiftDice ( this . system . characteristics . str . value ) )
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let myRoll = new Roll ( rollData . diceFormula ) . roll ( { async : false } )
await Hero6Utility . showDiceSoNice ( myRoll , game . settings . get ( "core" , "rollMode" ) )
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rollData . bodyValue = Hero6Utility . computeBodyValue ( myRoll )
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rollData . result = myRoll . total
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rollData . roll = duplicate ( myRoll )
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let msgFlavor = await renderTemplate ( ` systems/fvtt-hero-system-6/templates/chat/chat-lift-dice-result.hbs ` , rollData )
let msg = await myRoll . toMessage ( {
user : game . user . id ,
rollMode : game . settings . get ( "core" , "rollMode" ) ,
flavor : msgFlavor
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} )
msg . setFlag ( "world" , "rolldata" , rollData )
console . log ( "Rolldata result" , rollData )
}
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/* -------------------------------------------- */
rollSkill ( skillId ) {
let skill = this . items . get ( skillId )
if ( skill ) {
if ( skill . system . islore && skill . system . level == 0 ) {
ui . notifications . warn ( "You can't use Lore Skills with a SL of 0." )
return
}
skill = duplicate ( skill )
Hero6Utility . updateSkill ( skill )
let abilityKey = skill . system . ability
let rollData = this . getCommonRollData ( abilityKey )
rollData . mode = "skill"
rollData . skill = skill
rollData . img = skill . img
if ( rollData . target ) {
ui . notifications . warn ( "You are targetting a token with a skill : please use a Weapon instead." )
return
}
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 )
Hero6Utility . 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 ( )
}
/ * i f ( r o l l D a t a . w e a p o n . s y s t e m . i s r a n g e d & & r o l l D a t a . t o k e n s D i s t a n c e > H e r o 6 U t i l i t y . g e t W e a p o n M a x R a n g e ( r o l l D a t a . w e a p o n ) ) {
ui . notifications . warn ( ` Your target is out of range of your weapon (max: ${ Hero6Utility . getWeaponMaxRange ( rollData . weapon ) } - current : ${ rollData . tokensDistance } ) ` )
return
} * /
this . startRoll ( rollData )
} else {
ui . notifications . warn ( "Unable to find the relevant skill for weapon " + weapon . name )
}
}
}
/* -------------------------------------------- */
async startRoll ( rollData ) {
let rollDialog = await Hero6RollDialog . create ( this , rollData )
rollDialog . render ( true )
}
}