198 lines
5.9 KiB
JavaScript
198 lines
5.9 KiB
JavaScript
/* -------------------------------------------- */
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import { MournbladeUtility } from "./mournblade-utility.js";
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import { MournbladeRollDialog } from "./mournblade-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 MournbladeActor extends Actor {
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/* -------------------------------------------- */
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/**
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* Override the create() function to provide additional SoS functionality.
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*
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* This overrided create() function adds initial items
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* Namely: Basic skills, money,
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*
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* @param {Object} data Barebones actor data which this function adds onto.
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* @param {Object} options (Unused) Additional options which customize the creation workflow.
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*
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*/
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static async create(data, options) {
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// Case of compendium global import
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if (data instanceof Array) {
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return super.create(data, options);
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}
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// If the created actor has items (only applicable to duplicated actors) bypass the new actor creation logic
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if (data.items) {
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let actor = super.create(data, options);
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return actor;
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}
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if (data.type == 'character') {
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const skills = await MournbladeUtility.loadCompendium("fvtt-mournblade.skills")
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data.items = skills.map(i => i.toObject());
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}
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if (data.type == 'npc') {
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}
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return super.create(data, options);
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}
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/* -------------------------------------------- */
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getWeapons() {
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return this.data.items.filter(item => item.type == "arme" )
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}
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/* -------------------------------------------- */
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getArmors() {
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return this.data.items.filter(item => item.type == "protection" )
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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 == 'character') {
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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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getActivePerks() {
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let perks = this.data.items.filter(item => item.type == 'perk' && item.data.data.active);
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return perks;
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}
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/* -------------------------------------------- */
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getItemById(id) {
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let item = this.data.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.data.items.find(item => item.id == itemId);
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if (item && item.data.data) {
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let update = { _id: item.id, "data.equipped": !item.data.data.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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getAttribute(attrKey) {
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return this.data.data.attributes[attrKey];
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}
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/* -------------------------------------------- */
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async equipGear(equipmentId) {
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let item = this.data.items.find(item => item.id == equipmentId);
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if (item && item.data.data) {
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let update = { _id: item.id, "data.equipped": !item.data.data.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.data.data.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.data.data.subactors);
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subActors.push(subActorId);
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await this.update({ 'data.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.data.data.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({ 'data.subactors': newArray });
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}
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/* -------------------------------------------- */
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async incDecQuantity(objetId, incDec = 0) {
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let objetQ = this.data.items.get(objetId)
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if (objetQ) {
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let newQ = objetQ.data.data.quantity + incDec;
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const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'data.quantity': newQ }]); // pdates one EmbeddedEntity
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}
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}
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/* -------------------------------------------- */
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getCommonRollData(statKey = undefined, useShield = false) {
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let rollData = MournbladeUtility.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.activePerks = duplicate(this.getActivePerks())
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if (statKey) {
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rollData.statKey = statKey
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rollData.stat = this.getStat(statKey)
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rollData.statDicesLevel = rollData.stat.value
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rollData.statMod = rollData.stat.mod
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rollData.specList = this.getRelevantSpec(statKey)
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rollData.selectedSpec = "0"
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}
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this.addEffects(rollData)
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this.addArmorsShields(rollData, statKey, useShield)
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this.addWeapons(rollData, statKey, useShield)
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this.addEquipments(rollData, statKey)
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return rollData
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}
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/* -------------------------------------------- */
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async startRoll(rollData) {
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this.syncRoll(rollData);
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//console.log("ROLL DATA", rollData)
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let rollDialog = await MournbladeRollDialog.create(this, rollData);
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console.log(rollDialog);
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rollDialog.render(true);
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}
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}
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