347 lines
11 KiB
JavaScript
347 lines
11 KiB
JavaScript
/* -------------------------------------------- */
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import { MaleficesUtility } from "./malefices-utility.js";
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import { MaleficesRollDialog } from "./malefices-roll-dialog.js";
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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 MaleficesActor 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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}
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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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}
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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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/*_onUpdateEmbeddedDocuments( embeddedName, ...args ) {
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this.rebuildSkills()
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super._onUpdateEmbeddedDocuments(embeddedName, ...args)
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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 == 'money');
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MaleficesUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getTarots() {
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let comp = duplicate(this.items.filter(item => item.type == 'tarot') || [])
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MaleficesUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getArmes() {
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let comp = duplicate(this.items.filter(item => item.type == 'arme') || [])
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MaleficesUtility.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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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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getEquipements() {
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return this.items.filter(item => item.type == 'equipement')
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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 = MaleficesUtility.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 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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clearInitiative(){
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this.getFlag("world", "initiative", -1)
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}
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/* -------------------------------------------- */
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getInitiativeScore(combatId, combatantId) {
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let init = Math.floor(this.system.attributs.physique.value+this.system.attributs.habilete.value)
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let subvalue = new Roll("1d20").roll({async: false})
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return init + (subvalue / 100)
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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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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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getAtttributImage( attrKey) {
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return `systems/fvtt-malefices/images/icons/${attrKey}.webp`
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}
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/* -------------------------------------------- */
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incDecDestin( value) {
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let newValue = Math.max( this.system.pointdestin + value, 0)
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this.update( {'system.pointdestin': newValue})
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}
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/* -------------------------------------------- */
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getCommonRollData() {
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let rollData = MaleficesUtility.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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rollData.phyMalus = this.getPhysiqueMalus()
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rollData.destin = this.system.pointdestin
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rollData.isReroll = false
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console.log("ROLLDATA", rollData)
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return rollData
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}
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/* -------------------------------------------- */
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getPhysiqueMalus() {
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if ( this.system.attributs.constitution.value <= 8) {
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return -(9 - this.system.attributs.constitution.value)
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}
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return 0
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}
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/* -------------------------------------------- */
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rollAttribut(attrKey) {
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let attr = this.system.attributs[attrKey]
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let rollData = this.getCommonRollData()
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rollData.attr = duplicate(attr)
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rollData.mode = "attribut"
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rollData.title = attr.label
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rollData.img = this.getAtttributImage(attrKey)
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this.startRoll(rollData)
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}
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/* -------------------------------------------- */
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rollArme(weaponId) {
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let arme = this.items.get(weaponId)
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if (arme) {
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arme = duplicate(arme)
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let rollData = this.getCommonRollData()
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if (arme.system.armetype == "mainsnues" || arme.system.armetype == "epee") {
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rollData.attr = { label: "(Physique+Habilité)/2", value: Math.floor( (this.getPhysiqueMalus()+this.system.attributs.physique+this.system.attributs.habilite) / 2) }
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} else {
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rollData.attr = duplicate(this.system.attributs.habilite)
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}
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rollData.mode = "arme"
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rollData.arme = arme
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rollData.img = arme.img
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rollData.title = arme.name
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this.startRoll(rollData)
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} else {
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ui.notifications.warn("Impossible de trouver l'arme concernée ")
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}
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}
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/* -------------------------------------------- */
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async startRoll(rollData) {
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let rollDialog = await MaleficesRollDialog.create(this, rollData)
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rollDialog.render(true)
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}
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}
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