/* -------------------------------------------- */ import { MournbladeUtility } from "./mournblade-utility.js"; import { MournbladeRollDialog } from "./mournblade-roll-dialog.js"; /* -------------------------------------------- */ /* -------------------------------------------- */ /** * Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system. * @extends {Actor} */ export class MournbladeActor extends Actor { /* -------------------------------------------- */ /** * Override the create() function to provide additional SoS functionality. * * This overrided create() function adds initial items * Namely: Basic skills, money, * * @param {Object} data Barebones actor data which this function adds onto. * @param {Object} options (Unused) Additional options which customize the creation workflow. * */ static async create(data, options) { // Case of compendium global import if (data instanceof Array) { return super.create(data, options); } // If the created actor has items (only applicable to duplicated actors) bypass the new actor creation logic if (data.items) { let actor = super.create(data, options); return actor; } if (data.type == 'character') { const skills = await MournbladeUtility.loadCompendium("fvtt-mournblade.skills") data.items = skills.map(i => i.toObject()); } if (data.type == 'npc') { } return super.create(data, options); } /* -------------------------------------------- */ prepareBaseData() { } /* -------------------------------------------- */ async prepareData() { super.prepareData(); } /* -------------------------------------------- */ prepareDerivedData() { if (this.type == 'character') { } super.prepareDerivedData(); } /* -------------------------------------------- */ _preUpdate(changed, options, user) { super._preUpdate(changed, options, user); } /* -------------------------------------------- */ getActivePerks() { let perks = this.data.items.filter(item => item.type == 'perk' && item.data.data.active); return perks; } /* -------------------------------------------- */ getItemById(id) { let item = this.data.items.find(item => item.id == id); if (item) { item = duplicate(item) } return item; } /* -------------------------------------------- */ async equipItem(itemId) { let item = this.data.items.find(item => item.id == itemId); if (item && item.data.data) { let update = { _id: item.id, "data.equipped": !item.data.data.equipped }; await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity } } /* -------------------------------------------- */ compareName(a, b) { if (a.name < b.name) { return -1; } if (a.name > b.name) { return 1; } return 0; } /* -------------------------------------------- */ getAttribute(attrKey) { return this.data.data.attributes[attrKey]; } /* -------------------------------------------- */ async equipGear(equipmentId) { let item = this.data.items.find(item => item.id == equipmentId); if (item && item.data.data) { let update = { _id: item.id, "data.equipped": !item.data.data.equipped }; await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity } } /* -------------------------------------------- */ getSubActors() { let subActors = []; for (let id of this.data.data.subactors) { subActors.push(duplicate(game.actors.get(id))); } return subActors; } /* -------------------------------------------- */ async addSubActor(subActorId) { let subActors = duplicate(this.data.data.subactors); subActors.push(subActorId); await this.update({ 'data.subactors': subActors }); } /* -------------------------------------------- */ async delSubActor(subActorId) { let newArray = []; for (let id of this.data.data.subactors) { if (id != subActorId) { newArray.push(id); } } await this.update({ 'data.subactors': newArray }); } /* -------------------------------------------- */ async incDecQuantity(objetId, incDec = 0) { let objetQ = this.data.items.get(objetId) if (objetQ) { let newQ = objetQ.data.data.quantity + incDec; const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'data.quantity': newQ }]); // pdates one EmbeddedEntity } } /* -------------------------------------------- */ getCommonRollData(statKey = undefined, useShield = false) { let rollData = MournbladeUtility.getBasicRollData() rollData.alias = this.name rollData.actorImg = this.img rollData.actorId = this.id rollData.img = this.img rollData.activePerks = duplicate(this.getActivePerks()) if (statKey) { rollData.statKey = statKey rollData.stat = this.getStat(statKey) rollData.statDicesLevel = rollData.stat.value rollData.statMod = rollData.stat.mod rollData.specList = this.getRelevantSpec(statKey) rollData.selectedSpec = "0" } this.addEffects(rollData) this.addArmorsShields(rollData, statKey, useShield) this.addWeapons(rollData, statKey, useShield) this.addEquipments(rollData, statKey) return rollData } /* -------------------------------------------- */ async startRoll(rollData) { this.syncRoll(rollData); //console.log("ROLL DATA", rollData) let rollDialog = await MournbladeRollDialog.create(this, rollData); console.log(rollDialog); rollDialog.render(true); } }