/* -------------------------------------------- */ import { Hero6Utility } from "./hero6-utility.js"; import { Hero6RollDialog } from "./hero6-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 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') { const skills = await Hero6Utility.loadCompendium("fvtt-hero-system-6.skills"); data.items = skills.map(i => i.toObject()) } if (data.type == 'npc') { } return super.create(data, options); } /* -------------------------------------------- */ prepareBaseData() { } /* -------------------------------------------- */ async prepareData() { super.prepareData(); } /* -------------------------------------------- */ computeHitPoints() { if (this.type == "character") { } } /* -------------------------------------------- */ prepareDerivedData() { if (this.type == 'character' || game.user.isGM) { this.system.encCapacity = this.getEncumbranceCapacity() this.buildContainerTree() this.computeHitPoints() } super.prepareDerivedData(); } /* -------------------------------------------- */ _preUpdate(changed, options, user) { super._preUpdate(changed, options, user); } /* -------------------------------------------- */ getEncumbranceCapacity() { return 1; } /* -------------------------------------------- */ getMoneys() { let comp = this.items.filter(item => item.type == 'money'); 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 } /* -------------------------------------------- */ getConditions() { let comp = duplicate(this.items.filter(item => item.type == 'condition') || []); Hero6Utility.sortArrayObjectsByName(comp) return comp; } /* -------------------------------------------- */ getWeapons() { let comp = duplicate(this.items.filter(item => item.type == 'weapon') || []); Hero6Utility.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') || []) Hero6Utility.sortArrayObjectsByName(comp) return comp } getPerks() { let comp = duplicate(this.items.filter(item => item.type == 'perk') || []) Hero6Utility.sortArrayObjectsByName(comp) return comp } getPowers() { let comp = duplicate(this.items.filter(item => item.type == 'power') || []) 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 } /* -------------------------------------------- */ 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") || []) } /* ------------------------------------------- */ 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 = Hero6Utility.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 incDecHP(formula) { let dmgRoll = new Roll(formula+"[dark-starsorange]").roll({ async: false }) 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 }]) } } 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 }); } /* -------------------------------------------- */ prepareCharacValues( charac) { charac.total = charac.value charac.roll = 9 + Math.floor((charac.value)/5) } prepareCharac() { let characs = duplicate(this.system.characteristics) for(let key in characs) { this.prepareCharacValues( characs[key]) } return characs } /* -------------------------------------------- */ 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 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 } } } /* -------------------------------------------- */ getCommonRollData(chKey = undefined) { let rollData = Hero6Utility.getBasicRollData() rollData.alias = this.name rollData.actorImg = this.img rollData.actorId = this.id rollData.img = this.img if (chKey) { rollData.charac = duplicate(this.system.characteristics[chKey]) this.prepareCharacValues(rollData.charac) } 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 } /* -------------------------------------------- */ rollCharac(chKey) { let rollData = this.getCommonRollData(chKey) rollData.mode = "charac" if (rollData.target) { ui.notifications.warn("You are targetting a token with a skill : please use a Weapon instead.") return } this.startRoll(rollData) } /* -------------------------------------------- */ rollItem(itemId) { let item = this.items.get( itemId) let rollData = this.getCommonRollData() rollData.mode = "item" rollData.item = duplicate(item) this.startRoll(rollData) } /* -------------------------------------------- */ 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() } /*if (rollData.weapon.system.isranged && rollData.tokensDistance > Hero6Utility.getWeaponMaxRange(rollData.weapon) ) { 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) } }