597 lines
20 KiB
JavaScript
597 lines
20 KiB
JavaScript
/* -------------------------------------------- */
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import { Hero6Utility } from "./hero6-utility.js";
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import { Hero6RollDialog } from "./hero6-roll-dialog.js";
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/* -------------------------------------------- */
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const coverBonusTable = { "nocover": 0, "lightcover": 2, "heavycover": 4, "entrenchedcover": 6 };
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const statThreatLevel = ["agi", "str", "phy", "com", "def", "per"]
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const __subkey2title = {
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"melee-dmg": "Melee Damage", "melee-atk": "Melee Attack", "ranged-atk": "Ranged Attack",
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"ranged-dmg": "Ranged Damage", "dmg-res": "Damare Resistance"
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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/**
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* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
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* @extends {Actor}
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*/
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export class Hero6Actor extends Actor {
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/* -------------------------------------------- */
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/**
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* Override the create() function to provide additional SoS functionality.
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*
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* This overrided create() function adds initial items
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* Namely: Basic skills, money,
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*
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* @param {Object} data Barebones actor data which this function adds onto.
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* @param {Object} options (Unused) Additional options which customize the creation workflow.
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*
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*/
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static async create(data, options) {
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// Case of compendium global import
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if (data instanceof Array) {
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return super.create(data, options);
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}
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// If the created actor has items (only applicable to duplicated actors) bypass the new actor creation logic
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if (data.items) {
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let actor = super.create(data, options);
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return actor;
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}
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if (data.type == 'character') {
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//const skills = await Hero6Utility.loadCompendium("fvtt-hero-system-6.skills");
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//data.items = skills.map(i => i.toObject())
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}
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if (data.type == 'npc') {
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}
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return super.create(data, options);
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}
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/* -------------------------------------------- */
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prepareBaseData() {
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}
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/* -------------------------------------------- */
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async prepareData() {
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super.prepareData();
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}
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/* -------------------------------------------- */
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computeHitPoints() {
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if (this.type == "character") {
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}
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}
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/* -------------------------------------------- */
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prepareDerivedData() {
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if (this.type == 'character' || game.user.isGM) {
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this.system.encCapacity = this.getEncumbranceCapacity()
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this.buildContainerTree()
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this.computeHitPoints()
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}
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super.prepareDerivedData();
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}
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/* -------------------------------------------- */
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_preUpdate(changed, options, user) {
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super._preUpdate(changed, options, user);
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}
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/* -------------------------------------------- */
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getEncumbranceCapacity() {
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return 1;
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}
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/* -------------------------------------------- */
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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)
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return comp;
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}
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getEquippedWeapons() {
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let comp = duplicate(this.items.filter(item => item.type == 'weapon' && item.system.equipped) || []);
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getArmors() {
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let comp = duplicate(this.items.filter(item => item.type == 'armor') || []);
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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getEquippedArmor() {
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let comp = this.items.find(item => item.type == 'armor' && item.system.equipped)
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if (comp) {
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return duplicate(comp)
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}
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return undefined
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}
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/* -------------------------------------------- */
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getShields() {
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let comp = duplicate(this.items.filter(item => item.type == 'shield') || []);
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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getEquippedShield() {
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let comp = this.items.find(item => item.type == 'shield' && item.system.equipped)
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if (comp) {
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return duplicate(comp)
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}
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return undefined
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}
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/* -------------------------------------------- */
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getRace() {
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let race = this.items.filter(item => item.type == 'race')
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return race[0] ?? [];
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}
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/* -------------------------------------------- */
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checkAndPrepareEquipment(item) {
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}
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/* -------------------------------------------- */
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checkAndPrepareEquipments(listItem) {
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for (let item of listItem) {
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this.checkAndPrepareEquipment(item)
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}
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return listItem
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}
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/* -------------------------------------------- */
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getConditions() {
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let comp = duplicate(this.items.filter(item => item.type == 'condition') || []);
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getWeapons() {
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let comp = duplicate(this.items.filter(item => item.type == 'weapon') || []);
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getItemById(id) {
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let item = this.items.find(item => item.id == id);
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if (item) {
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item = duplicate(item)
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}
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return item;
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}
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/* -------------------------------------------- */
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prepareSkill(skill) {
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skill.roll = 0
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skill.charac = "N/A"
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if (skill.system.skillfamiliarity) {
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skill.roll = 8;
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} else if (skill.system.skillprofiency) {
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skill.roll = 10;
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} else if (skill.system.skilltype == "agility") {
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skill.charac = "DEX"
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let charac = duplicate(this.system.characteristics.dex)
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this.prepareCharacValues(charac)
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skill.roll = charac.roll
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} else if (skill.system.skilltype == "interaction") {
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skill.charac = "PRE"
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let charac = duplicate(this.system.characteristics.pre)
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this.prepareCharacValues(charac)
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skill.roll = charac.roll
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} else if (skill.system.skilltype == "intellect") {
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skill.charac = "INT"
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let charac = duplicate(this.system.characteristics.int)
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this.prepareCharacValues(charac)
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skill.roll = charac.roll
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} else if (skill.system.skilltype == "background") {
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skill.roll = 11
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} else if (skill.system.skilltype == "custom") {
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if (skill.system.characteristic == "manual") {
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skill.roll = skill.system.base
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} else {
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skill.charac = skill.system.characteristic
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let charac = duplicate(this.system.characteristics[skill.system.characteristic])
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this.prepareCharacValues(charac)
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skill.roll = charac.roll
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}
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}
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if (skill.system.levels > 0) {
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skill.roll += skill.system.levels
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}
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}
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/* -------------------------------------------- */
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getSkills() {
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let comp = duplicate(this.items.filter(item => item.type == 'skill') || [])
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for (let skill of comp) {
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this.prepareSkill(skill)
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}
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp
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}
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getPerks() {
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let comp = duplicate(this.items.filter(item => item.type == 'perk') || [])
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp
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}
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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) {
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c.enrichDescription = c.name + "<br>" + await TextEditor.enrichHTML(c.system.description, { async: true })
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}
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp
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}
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getTalents() {
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let comp = duplicate(this.items.filter(item => item.type == 'talent') || [])
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp
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}
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getMartialArts() {
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let comp = duplicate(this.items.filter(item => item.type == 'martialart') || [])
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp
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}
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getComplications() {
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let comp = duplicate(this.items.filter(item => item.type == 'complication') || [])
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp
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}
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/* -------------------------------------------- */
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async equipItem(itemId) {
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let item = this.items.find(item => item.id == itemId)
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if (item && item.system) {
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if (item.type == "armor") {
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let armor = this.items.find(item => item.id != itemId && item.type == "armor" && item.system.equipped)
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if (armor) {
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ui.notifications.warn("You already have an armor equipped!")
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return
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}
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}
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if (item.type == "shield") {
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let shield = this.items.find(item => item.id != itemId && item.type == "shield" && item.system.equipped)
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if (shield) {
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ui.notifications.warn("You already have a shield equipped!")
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return
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}
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}
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let update = { _id: item.id, "system.equipped": !item.system.equipped };
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await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
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}
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}
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/* -------------------------------------------- */
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compareName(a, b) {
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if (a.name < b.name) {
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return -1;
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}
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if (a.name > b.name) {
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return 1;
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}
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return 0;
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}
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/* ------------------------------------------- */
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getEquipments() {
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return this.items.filter(item => item.type == "equipment" && item.system.subtype == "equipment");
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}
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getWeapons() {
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return this.items.filter(item => item.type == "equipment" && item.system.subtype == "weapon");
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}
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getArmors() {
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return this.items.filter(item => item.type == "equipment" && item.system.subtype == "armor");
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}
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getShields() {
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return this.items.filter(item => item.type == "equipment" && item.system.subtype == "shield");
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}
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/* ------------------------------------------- */
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getEquipmentsOnly() {
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return duplicate(this.items.filter(item => item.type == "equipment" && item.system.subtype == "equipment") || [])
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}
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/* ------------------------------------------- */
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async buildContainerTree() {
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let equipments = duplicate(this.items.filter(item => item.type == "equipment") || [])
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for (let equip1 of equipments) {
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if (equip1.system.iscontainer) {
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equip1.system.contents = []
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equip1.system.contentsEnc = 0
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for (let equip2 of equipments) {
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if (equip1._id != equip2.id && equip2.system.containerid == equip1.id) {
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equip1.system.contents.push(equip2)
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let q = equip2.system.quantity ?? 1
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equip1.system.contentsEnc += q * equip2.system.weight
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}
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}
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}
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}
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// Compute whole enc
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let enc = 0
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for (let item of equipments) {
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//item.data.idrDice = Hero6Utility.getDiceFromLevel(Number(item.data.idr))
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if (item.system.equipped) {
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if (item.system.iscontainer) {
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enc += item.system.contentsEnc
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} else if (item.system.containerid == "") {
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let q = item.system.quantity ?? 1
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enc += q * item.system.weight
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}
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}
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}
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for (let item of this.items) { // Process items/shields/armors
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if ((item.type == "weapon" || item.type == "shield" || item.type == "armor") && item.system.equipped) {
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let q = item.system.quantity ?? 1
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enc += q * item.system.weight
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}
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}
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// Store local values
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this.encCurrent = enc
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this.containersTree = equipments.filter(item => item.system.containerid == "") // Returns the root of equipements without container
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}
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/* -------------------------------------------- */
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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"))
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let hp = duplicate(this.system.secondary.hp)
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hp.value = Number(hp.value) + Number(dmgRoll.total)
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this.update({ 'system.secondary.hp': hp })
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return Number(dmgRoll.total)
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}
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/* -------------------------------------------- */
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async addObjectToContainer(itemId, containerId) {
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let container = this.items.find(item => item.id == containerId && item.system.iscontainer)
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let object = this.items.find(item => item.id == itemId)
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if (container) {
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if (object.system.iscontainer) {
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ui.notifications.warn("Only 1 level of container allowed")
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return
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}
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let alreadyInside = this.items.filter(item => item.system.containerid && item.system.containerid == containerId);
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if (alreadyInside.length >= container.system.containercapacity) {
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ui.notifications.warn("Container is already full !")
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return
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} else {
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await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': containerId }])
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}
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} else if (object && object.system.containerid) { // remove from container
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console.log("Removeing: ", object)
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await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': "" }]);
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}
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}
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/* -------------------------------------------- */
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async preprocessItem(event, item, onDrop = false) {
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let dropID = $(event.target).parents(".item").attr("data-item-id") // Only relevant if container drop
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let objectID = item.id || item._id
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this.addObjectToContainer(objectID, dropID)
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return true
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}
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/* -------------------------------------------- */
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async equipGear(equipmentId) {
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let item = this.items.find(item => item.id == equipmentId);
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if (item && item.system) {
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let update = { _id: item.id, "system.equipped": !item.system.equipped };
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await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
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}
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}
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/* -------------------------------------------- */
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getInitiativeScore(combatId, combatantId) {
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if (this.type == 'character') {
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this.rollMR(true, combatId, combatantId)
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}
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console.log("Init required !!!!")
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return -1;
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}
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/* -------------------------------------------- */
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getSubActors() {
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let subActors = [];
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for (let id of this.system.subactors) {
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subActors.push(duplicate(game.actors.get(id)))
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}
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return subActors;
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}
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/* -------------------------------------------- */
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async addSubActor(subActorId) {
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let subActors = duplicate(this.system.subactors);
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subActors.push(subActorId);
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await this.update({ 'system.subactors': subActors });
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}
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/* -------------------------------------------- */
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async delSubActor(subActorId) {
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let newArray = [];
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for (let id of this.system.subactors) {
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if (id != subActorId) {
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newArray.push(id);
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}
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}
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await this.update({ 'system.subactors': newArray });
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}
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/* -------------------------------------------- */
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prepareCharacValues(charac) {
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charac.total = charac.value
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charac.roll = 9 + Math.floor((charac.value) / 5)
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}
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prepareCharac() {
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let characs = duplicate(this.system.characteristics)
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for (let key in characs) {
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this.prepareCharacValues(characs[key])
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}
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return characs
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}
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/* -------------------------------------------- */
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getOneSkill(skillId) {
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let skill = this.items.find(item => item.type == 'skill' && item.id == skillId)
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if (skill) {
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skill = duplicate(skill);
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}
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return skill;
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}
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/* -------------------------------------------- */
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async deleteAllItemsByType(itemType) {
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let items = this.items.filter(item => item.type == itemType);
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await this.deleteEmbeddedDocuments('Item', items);
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}
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/* -------------------------------------------- */
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async addItemWithoutDuplicate(newItem) {
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let item = this.items.find(item => item.type == newItem.type && item.name.toLowerCase() == newItem.name.toLowerCase())
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if (!item) {
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await this.createEmbeddedDocuments('Item', [newItem]);
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}
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}
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/* -------------------------------------------- */
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async incDecQuantity(objetId, incDec = 0) {
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let objetQ = this.items.get(objetId)
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if (objetQ) {
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let newQ = objetQ.system.quantity + incDec
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if (newQ >= 0) {
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const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.quantity': newQ }]) // pdates one EmbeddedEntity
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}
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}
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}
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/* -------------------------------------------- */
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async incDecAmmo(objetId, incDec = 0) {
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let objetQ = this.items.get(objetId)
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if (objetQ) {
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let newQ = objetQ.system.ammocurrent + incDec;
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if (newQ >= 0 && newQ <= objetQ.system.ammomax) {
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const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.ammocurrent': newQ }]); // pdates one EmbeddedEntity
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}
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}
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}
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/* -------------------------------------------- */
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getCommonRollData(chKey = undefined) {
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let rollData = Hero6Utility.getBasicRollData()
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rollData.alias = this.name
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rollData.actorImg = this.img
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rollData.actorId = this.id
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rollData.img = this.img
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if (chKey) {
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rollData.charac = duplicate(this.system.characteristics[chKey])
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this.prepareCharacValues(rollData.charac)
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}
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if (rollData.defenderTokenId) {
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let defenderToken = game.canvas.tokens.get(rollData.defenderTokenId)
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let defender = defenderToken.actor
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// Distance management
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let token = this.token
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if (!token) {
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let tokens = this.getActiveTokens()
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token = tokens[0]
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}
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if (token) {
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const ray = new Ray(token.object?.center || token.center, defenderToken.center)
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rollData.tokensDistance = canvas.grid.measureDistances([{ ray }], { gridSpaces: false })[0] / canvas.grid.grid.options.dimensions.distance
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} else {
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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)
|
|
if ( item.type == "skill") {
|
|
this.prepareSkill(rollData.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)
|
|
}
|
|
|
|
}
|