539 lines
17 KiB
JavaScript
539 lines
17 KiB
JavaScript
/* -------------------------------------------- */
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import { HeritiersUtility } from "./heritiers-utility.js";
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import { HeritiersRollDialog } from "./heritiers-roll-dialog.js";
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/* -------------------------------------------- */
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const __degatsBonus = [-2, -2, -1, -1, 0, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 8, 8, 9, 9, 10, 10]
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const __vitesseBonus = [-2, -2, -1, -1, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8]
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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 HeritiersActor 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 == 'personnage') {
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const skills = await HeritiersUtility.loadCompendium("fvtt-les-heritiers.competences")
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data.items = skills.map(i => i.toObject())
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}
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if (data.type == 'creature') {
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const skills = await HeritiersUtility.loadCompendium("fvtt-les-heritiers.skills-creatures")
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data.items = skills.map(i => i.toObject())
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data.items.push({ name: "Arme naturelle 1", type: 'arme', img: "systems/fvtt-les-heritiers/assets/icons/melee.webp", system: { typearme: "contact", bonusmaniementoff: 0, seuildefense: 0, degats: "0" } })
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data.items.push({ name: "Arme naturelle 2", type: 'arme', img: "systems/fvtt-les-heritiers/assets/icons/melee.webp", system: { typearme: "contact", bonusmaniementoff: 0, seuildefense: 0, degats: "0" } })
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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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prepareArme(arme) {
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arme = duplicate(arme)
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let combat = this.getCombatValues()
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if (arme.system.typearme == "contact" || arme.system.typearme == "contactjet") {
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let bonusDefense = 0
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arme.system.competence = duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "mêlée"))
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arme.system.attrKey = "pui"
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arme.system.totalDegats = arme.system.degats + "+" + combat.bonusDegatsTotal
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arme.system.totalOffensif = this.system.attributs.pui.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff
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arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.seuildefense + bonusDefense
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arme.system.isdefense = true
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}
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if (arme.system.typearme == "jet" || arme.system.typearme == "tir") {
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arme.system.competence = duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "armes à distance"))
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arme.system.attrKey = "adr"
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arme.system.totalOffensif = this.system.attributs.adr.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff
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arme.system.totalDegats = arme.system.degats
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if (arme.system.isdefense) {
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arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.seuildefense
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}
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}
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return arme
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}
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/* -------------------------------------------- */
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getWeapons() {
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let armes = []
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for (let arme of this.items) {
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if (arme.type == "arme") {
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armes.push(this.prepareArme(arme))
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}
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}
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return armes
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}
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/* -------------------------------------------- */
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getMonnaies() {
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return this.items.filter(it => it.type == "monnaie")
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}
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/* ----------------------- --------------------- */
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addMember(actorId) {
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let members = duplicate(this.system.members)
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members.push({ id: actorId })
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this.update({ 'system.members': members })
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}
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async removeMember(actorId) {
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let members = this.system.members.filter(it => it.id != actorId)
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this.update({ 'system.members': members })
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}
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/* ----------------------- --------------------- */
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getEquipments() {
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return this.items.filter(item => item.type == "equipement")
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}
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getAvantages() {
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return this.items.filter(item => item.type == "avantage")
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}
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getDesavantages() {
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return this.items.filter(item => item.type == "desavantage")
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}
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getMonnaies() {
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return this.items.filter(item => item.type == "monnaie")
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}
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getArmors() {
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return this.items.filter(item => item.type == "protection")
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}
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getTalents() {
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return this.items.filter(item => item.type == "talent")
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}
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getContacts() {
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return this.items.filter(item => item.type == "contact")
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}
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getAtouts() {
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return this.items.filter(item => item.type == "atoutfeerique")
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}
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getCapacites() {
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return this.items.filter(item => item.type == "capacitenaturelle")
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}
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/* -------------------------------------------- */
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getSkills() {
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let comp = []
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for (let item of this.items) {
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item = duplicate(item)
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if (item.type == "competence") {
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comp.push(item)
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}
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}
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return HeritiersUtility.sortByName(comp)
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}
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/* -------------------------------------------- */
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organizeUtileSkills() {
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let comp = {}
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for (let key in game.system.lesheritiers.config.competenceProfil) {
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comp[key] = []
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}
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for (let item of this.items) {
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if (item.type == "competence") {
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if (item.system.categorie == "utile") {
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comp[item.system.profil].push(item)
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}
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}
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}
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return comp
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}
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/* -------------------------------------------- */
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organizeFutileSkills() {
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let comp = []
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for (let item of this.items) {
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if (item.type == "competence") {
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if (item.system.categorie == "futile") {
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comp.push(item)
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}
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}
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}
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return HeritiersUtility.sortByName(comp)
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}
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/* -------------------------------------------- */
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getDefenseBase() {
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return Math.max(this.system.attributs.tre.value, this.system.attributs.pui.value)
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}
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/* -------------------------------------------- */
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getVitesseBase() {
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return 5 + __vitesseBonus[this.system.attributs.adr.value]
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}
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/* -------------------------------------------- */
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getProtection() {
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let equipProtection = 0
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for (let armor in this.items) {
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if (armor.type == "protection" && armor.system.equipped) {
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equipProtection += Number(armor.system.protection)
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}
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}
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if (equipProtection < 4) {
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return 4 + equipProtection // Cas des boucliers + sans armure
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}
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return equipProtection // Uniquement la protection des armures + boucliers
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}
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/* -------------------------------------------- */
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getCombatValues() {
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let combat = {
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}
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return combat
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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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prepareDerivedData() {
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if (this.type == 'personnage') {
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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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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 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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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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editItemField(itemId, itemType, itemField, dataType, value) {
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let item = this.items.find(item => item.id == itemId)
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if (item) {
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console.log("Item ", item, itemField, dataType, value)
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if (dataType.toLowerCase() == "number") {
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value = Number(value)
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} else {
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value = String(value)
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}
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let update = { _id: item.id, [`system.${itemField}`]: value };
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this.updateEmbeddedDocuments("Item", [update])
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}
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}
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/* -------------------------------------------- */
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getPvMalus() {
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if (this.system.pv.value > 0) {
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if (this.system.pv.value < this.system.pv.max / 2) {
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return -1
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}
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if (this.system.pv.value < 5) {
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return -2
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}
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return 0
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}
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return "Moribond(e)"
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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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getCarac(attrKey) {
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return duplicate(this.system.caracteristiques)
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}
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/* -------------------------------------------- */
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getBonusDegats() {
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return 0;
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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.data) {
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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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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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getTotalAdversite() {
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return this.system.adversite.bleue + this.system.adversite.rouge + this.system.adversite.noire
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}
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/* -------------------------------------------- */
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async incDecAdversite(adv, incDec = 0) {
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let adversite = duplicate(this.system.adversite)
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adversite[adv] += Number(incDec)
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adversite[adv] = Math.max(adversite[adv], 0)
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this.update({ 'system.adversite': adversite })
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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.quantite + incDec
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newQ = Math.max(newQ, 0)
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const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.quantite': newQ }]); // pdates one EmbeddedEntity
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}
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}
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/* -------------------------------------------- */
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computeRichesse() {
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let valueSC = 0
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for (let monnaie of this.items) {
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if (monnaie.type == "monnaie") {
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valueSC += Number(monnaie.system.prixsc) * Number(monnaie.system.quantite)
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}
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}
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return HeritiersUtility.computeMonnaieDetails(valueSC)
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}
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/* -------------------------------------------- */
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computeValeurEquipement() {
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let valueSC = 0
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for (let equip of this.items) {
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if (equip.type == "equipement" || equip.type == "arme" || equip.type == "protection") {
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valueSC += Number(equip.system.prixsc) * Number(equip.system.quantite ?? 1)
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valueSC += (Number(equip.system.prixca) * Number(equip.system.quantite ?? 1)) * 20
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valueSC += (Number(equip.system.prixpo) * Number(equip.system.quantite ?? 1)) * 400
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}
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}
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return HeritiersUtility.computeMonnaieDetails(valueSC)
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}
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/* -------------------------------------------- */
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getCompetence(compId) {
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return this.items.get(compId)
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}
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/* -------------------------------------------- */
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async setPredilectionUsed(compId, predIdx) {
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let comp = this.items.get(compId)
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let pred = duplicate(comp.system.predilections)
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pred[predIdx].used = true
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await this.updateEmbeddedDocuments('Item', [{ _id: compId, 'system.predilections': pred }])
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}
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/* -------------------------------------------- */
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getInitiativeScore() {
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let init = this.getFlag("world", "last-initiative")
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return init || -1
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}
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/* -------------------------------------------- */
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getBestDefenseValue() {
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let defenseList = this.items.filter(item => (item.type == "arme") && item.system.equipped)
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let maxDef = 0
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let bestArme
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for (let arme of defenseList) {
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if (arme.type == "arme") {
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arme = this.prepareArme(arme)
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}
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if (arme.system.totalDefensif > maxDef) {
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maxDef = arme.system.totalDefensif
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bestArme = duplicate(arme)
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}
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}
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return bestArme
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}
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/* -------------------------------------------- */
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searchRelevantTalents(competence) {
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let talents = []
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for (let talent of this.items) {
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if (talent.type == "talent" && talent.system.isautomated && talent.system.automations.length > 0) {
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for (let auto of talent.system.automations) {
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if (auto.eventtype === "prepare-roll") {
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if (auto.competence.toLowerCase() == competence.name.toLowerCase()) {
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talent = duplicate(talent)
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talent.system.bonus = auto.bonus
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talent.system.baCost = auto.baCost
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talents.push(talent)
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}
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}
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}
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}
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}
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return talents
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}
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/* -------------------------------------------- */
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getTricherie() {
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return this.system.rang.tricherie.value
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}
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/* -------------------------------------------- */
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getHeritages() {
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return this.system.rang.heritage.value
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}
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/* -------------------------------------------- */
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incDecTricherie(value) {
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let tricherie = this.system.rang.tricherie
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tricherie.value += value
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tricherie.value = Math.max(tricherie.value, 0)
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tricherie.value = Math.min(tricherie.value, tricherie.max)
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this.update({ 'system.rang.tricherie': tricherie })
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}
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/* -------------------------------------------- */
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getCommonRollData(compId = undefined, compName = undefined) {
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let rollData = HeritiersUtility.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.tokenId = this.token?.id
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rollData.img = this.img
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rollData.caracList = this.getCarac()
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rollData.caracKey = "agi"
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rollData.tricherie = this.getTricherie()
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rollData.heritage = this.getHeritages()
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rollData.useTricherie = false
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rollData.useHeritage = false
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rollData.pvMalus = this.getPvMalus()
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if (compId) {
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rollData.competence = duplicate(this.items.get(compId) || {})
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rollData.actionImg = rollData.competence?.img
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}
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if (compName) {
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rollData.competence = duplicate(this.items.find(item => item.name.toLowerCase() == compName.toLowerCase()) || {})
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rollData.actionImg = rollData.competence?.img
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}
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return rollData
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}
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/* -------------------------------------------- */
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async rollCarac(key, isInit = false) {
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let rollData = this.getCommonRollData()
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rollData.mode = "carac"
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rollData.carac = this.system.caracteristiques[key]
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rollData.caracKey = key
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let rollDialog = await HeritiersRollDialog.create(this, rollData)
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rollDialog.render(true)
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}
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/* -------------------------------------------- */
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async rollCompetence(compId) {
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let rollData = this.getCommonRollData(compId)
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rollData.mode = "competence"
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console.log("RollDatra", rollData)
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let rollDialog = await HeritiersRollDialog.create(this, rollData)
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rollDialog.render(true)
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}
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/* -------------------------------------------- */
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async rollArmeOffensif(armeId) {
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let arme = this.items.get(armeId)
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if (arme.type == "arme") {
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arme = this.prepareArme(arme)
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}
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let rollData = this.getCommonRollData(arme.system.attrKey, arme.system.competence._id)
|
|
rollData.arme = arme
|
|
HeritiersUtility.updateWithTarget(rollData)
|
|
console.log("ARME!", rollData)
|
|
let rollDialog = await HeritiersRollDialog.create(this, rollData)
|
|
rollDialog.render(true)
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
async rollArmeDegats(armeId, targetVigueur = undefined) {
|
|
let arme = this.items.get(armeId)
|
|
if (arme.type == "arme") {
|
|
arme = this.prepareArme(arme)
|
|
}
|
|
console.log("DEGATS", arme)
|
|
let roll = new Roll("1d10+" + arme.system.totalDegats).roll({ async: false })
|
|
await HeritiersUtility.showDiceSoNice(roll, game.settings.get("core", "rollMode"));
|
|
let nbEtatPerdus = 0
|
|
if (targetVigueur) {
|
|
nbEtatPerdus = Math.floor(roll.total / targetVigueur)
|
|
}
|
|
let rollData = {
|
|
arme: arme,
|
|
finalResult: roll.total,
|
|
alias: this.name,
|
|
actorImg: this.img,
|
|
actorId: this.id,
|
|
actionImg: arme.img,
|
|
targetVigueur: targetVigueur,
|
|
nbEtatPerdus: nbEtatPerdus
|
|
}
|
|
HeritiersUtility.createChatWithRollMode(rollData.alias, {
|
|
content: await renderTemplate(`systems/fvtt-les-heritiers/templates/chat-degats-result.html`, rollData)
|
|
})
|
|
|
|
}
|
|
}
|