826 lines
29 KiB
JavaScript
826 lines
29 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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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],
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[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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/* -------------------------------------------- */
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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' || data.type == 'minion') {
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const maneuvers = await Hero6Utility.loadCompendium("fvtt-hero-system-6.maneuvers")
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let maneuversObj = maneuvers.map(i => i.toObject())
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data.items = maneuversObj.filter(m => m.system.isstock)
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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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computeDerivatedData() {
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let newSTREND = this.computeSTREND()
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if (newSTREND != this.system.characteristics.str.strend) {
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this.update({ 'system.characteristics.str.strend': newSTREND })
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}
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}
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/* -------------------------------------------- */
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performMigration() {
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// Fix OCV/OMCV rollable
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if (!this.system.characteristics.ocv.hasroll) {
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this.update({ 'system.characteristics.ocv.hasroll': true, 'system.characteristics.omcv.hasroll': true })
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}
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}
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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)
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this.system.characteristics.str.lift = Hero6LiftDice.getLift(this.system.characteristics.str.value)
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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.computeDerivatedData()
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this.computeDicesValue()
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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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let numLift = this.system.characteristics.str.lift.match(/\d*\s/g)
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if (numLift && numLift[0] && Number(numLift[0])) {
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return numLift[0] / 2
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}
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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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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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async _preCreate(data, options, user) {
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await super._preCreate(data, options, user);
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// Configure prototype token settings
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const prototypeToken = {};
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if (this.type === "character") Object.assign(prototypeToken, {
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sight: { enabled: true }, actorLink: true, disposition: CONST.TOKEN_DISPOSITIONS.FRIENDLY
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});
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this.updateSource({ prototypeToken });
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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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skill.system.skilltype = skill.system.skilltype.toLowerCase()
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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 == "") ? "str" : 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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console.log("SILL", skill)
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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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prepareManeuver(maneuver) {
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maneuver.roll = 11 + this.system.characteristics.ocv.value
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if (Number(maneuver.system.ocv)) {
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maneuver.roll += Number(maneuver.system.ocv)
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} else {
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maneuver.noOCV = true
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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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c.enrichNotes = c.name + "<br>" + await TextEditor.enrichHTML(c.system.notes, { 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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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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getManeuvers() {
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let maneuvers = {
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general: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "general"),
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offensive: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "offensive"),
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defensive: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "defensive")
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}
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Hero6Utility.sortArrayObjectsByName(maneuvers.general)
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Hero6Utility.sortArrayObjectsByName(maneuvers.offensive)
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Hero6Utility.sortArrayObjectsByName(maneuvers.defensive)
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return maneuvers
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}
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getAllManeuvers() {
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let maneuvers = this.items.filter(item => item.type == "maneuver")
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Hero6Utility.sortArrayObjectsByName(maneuvers)
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return maneuvers
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}
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getNonStockManeuvers() {
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let maneuvers = this.items.filter(item => item.type == "maneuver" && !item.system.isstock)
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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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}
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getMoneys() {
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let list = this.items.filter(item => item.type == "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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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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}
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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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}
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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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/* ------------------------------------------- */
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buildContainerTree() {
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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) {
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if (Number(equip1.system.weight) && Number(equip1.system.quantity)) {
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enc += equip1.system.weight * equip1.system.quantity
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}
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if (Number(equip1.system.value) && Number(equip1.system.quantity)) {
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value += equip1.system.value * equip1.system.quantity
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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.totalValue = value
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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?.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?.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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async cleanCombat() {
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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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}
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async holdAction() {
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await this.disableAbortAction()
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if (this.getFlag("world", "hold-action")) {
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await this.setFlag("world", "hold-action", false)
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//game.combat.holdAction(this.id, false)
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game.combat.forceHold(this, false)
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return false
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} else {
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await this.setFlag("world", "hold-action", true)
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//game.combat.holdAction(this.id, false)
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game.combat.forceHold(this, true)
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return true
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}
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}
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async disableHoldAction() {
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await this.setFlag("world", "hold-action", false)
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}
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async disableAbortAction() {
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await this.setFlag("world", "abort-action", { state: false, count: 0 })
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}
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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)
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//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)
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//game.combat.abortAction(this.id, true)
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}
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}
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async incAbortActionCount() {
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let abort = this.getFlag("world", "abort-action")
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if (abort.state) {
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abort.count++
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await this.setFlag("world", "abort-action", abort)
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if (abort.count == 2) {
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return true
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}
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}
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return false
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}
|
|
getHoldAction() {
|
|
return this.getFlag("world", "hold-action")
|
|
}
|
|
getAbortAction() {
|
|
let abort = this.getFlag("world", "abort-action")
|
|
return abort?.state || false
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
hasPhase(segmentNumber) {
|
|
let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
|
|
let phases = __speed2Segments[index]
|
|
console.log("index", segmentNumber, index, phases, phases.includes(segmentNumber), __speed2Segments)
|
|
return phases.includes(segmentNumber)
|
|
}
|
|
/* -------------------------------------------- */
|
|
getSegments() {
|
|
let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
|
|
//console.log("INDEX", index, __speed2Segments[index])
|
|
return __speed2Segments[index]
|
|
}
|
|
getPhasesString() {
|
|
let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
|
|
return __speed2Segments[index].toString()
|
|
}
|
|
/* -------------------------------------------- */
|
|
getBaseInit(turn) {
|
|
if (turn != this.turn) {
|
|
let r = new Roll("1d6").roll({ async: false })
|
|
this.currentInit = Number(this.system.characteristics.dex.initiative) + Number(((r.total / 10).toFixed(2)))
|
|
this.turn = turn
|
|
}
|
|
return this.currentInit
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
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) {
|
|
if (charac.label == "OCV" || charac.label == "OMCV" ) {
|
|
charac.total = charac.value
|
|
charac.roll = 11 + charac.value
|
|
} else {
|
|
charac.total = charac.value
|
|
charac.roll = 9 + Math.round((charac.value) / 5)
|
|
}
|
|
}
|
|
prepareCharac() {
|
|
let characs = duplicate(this.system.characteristics)
|
|
for (let key in characs) {
|
|
let ch = characs[key]
|
|
this.prepareCharacValues(ch)
|
|
if (key == "str") {
|
|
ch.lift = Hero6LiftDice.getLift(ch.value)
|
|
ch.liftDice = Hero6LiftDice.getLiftDice(ch.value)
|
|
}
|
|
if (key == "spd") {
|
|
ch.phasesString = this.getPhasesString()
|
|
}
|
|
if (key == "pre") {
|
|
ch.presenceattack = duplicate(this.system.biodata.presenceattack)
|
|
}
|
|
}
|
|
return characs
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
getOneSkill(skillId) {
|
|
let skill = this.items.find(item => item.type == 'skill' && item.id == skillId)
|
|
if (skill) {
|
|
skill = duplicate(skill);
|
|
}
|
|
return skill;
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
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
|
|
}
|
|
/* -------------------------------------------- */
|
|
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
|
|
}
|
|
/* -------------------------------------------- */
|
|
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)
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
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)
|
|
}
|
|
if (item.type == "maneuver") {
|
|
this.prepareManeuver(rollData.item)
|
|
}
|
|
this.startRoll(rollData)
|
|
}
|
|
/* -------------------------------------------- */
|
|
async rollDamage(itemId) {
|
|
let item = this.items.get(itemId)
|
|
let rollData = this.getCommonRollData()
|
|
rollData.mode = "damage"
|
|
rollData.item = duplicate(item)
|
|
rollData.title = item.name
|
|
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"))
|
|
|
|
rollData.roll = myRoll
|
|
rollData.result = myRoll.total
|
|
rollData.bodyValue = Hero6Utility.computeBodyValue(myRoll)
|
|
|
|
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
|
|
})
|
|
rollData.roll = duplicate(rollData.roll) // Convert to object
|
|
msg.setFlag("world", "rolldata", rollData)
|
|
console.log("Rolldata result", rollData)
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
async rollLiftDice() {
|
|
let rollData = this.getCommonRollData()
|
|
rollData.mode = "lift-dice"
|
|
rollData.diceFormula = Hero6Utility.convertRollHeroSyntax(Hero6LiftDice.getLiftDice(this.system.characteristics.str.value))
|
|
let myRoll = new Roll(rollData.diceFormula).roll({ async: false })
|
|
await Hero6Utility.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
|
|
|
|
rollData.bodyValue = Hero6Utility.computeBodyValue(myRoll)
|
|
rollData.result = myRoll.total
|
|
rollData.roll = duplicate(myRoll)
|
|
|
|
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
|
|
})
|
|
msg.setFlag("world", "rolldata", rollData)
|
|
console.log("Rolldata result", rollData)
|
|
}
|
|
/* -------------------------------------------- */
|
|
rollManeuver(maneuverId) {
|
|
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)
|
|
}
|
|
}
|
|
/* -------------------------------------------- */
|
|
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)
|
|
}
|
|
|
|
}
|