fvtt-rolemaster-frp/module/documents/actor.js

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2024-07-26 09:20:48 +02:00
export class RMSSActor extends Actor {
/** @override */
prepareData() {
// Prepare data for the actor. Calling the super version of this executes
// the following, in order: data reset (to clear active effects),
// prepareBaseData(), prepareEmbeddedDocuments() (including active effects),
// prepareDerivedData().
super.prepareData();
}
prepareDerivedData() {
const actorData = this;
const systemData = actorData.system;
const flags = actorData.flags.rmss || {};
// Make separate methods for each Actor type (character, npc, etc.) to keep
// things organized.
this._prepareCharacterData(actorData);
this._prepareNpcData(actorData);
}
/**
* Prepare Character specific data.
* @param {Actor} actorData The NPC Object to prepare data for
*/
_prepareCharacterData(actorData) {
if (actorData.type !== "character") return;
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this.calculateBasicStatBonus(actorData);
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// Calculate Stat Bonuses for the Actor
this.calculateStatBonuses(actorData);
// Calculate Resistance Rolls for the Actor
this.calculateResistanceRolls(actorData);
// Iterate through and apply Stat bonuses for Skill Category Items
this.calculateSkillCategoryStatBonuses();
// Iterate through and apply Skill Category Bonuses for Skill items
this.calculateSkillBonuses();
}
/**
* Prepare NPC specific data.
* @param {Actor} actorData The NPC Object to prepare data for
*/
_prepareNpcData(actorData) {
if (actorData.type !== "npc") return;
// Make modifications to data here. For example:
const data = actorData.data;
}
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// This checks to see if you have a Rollable Table called "Basic Stat Bonus Table" and uses it to calculate the basic stat bonuses.
calculateBasicStatBonus(actorData) {
const systemData = actorData.system;
for (const table of game.tables) {
if (table.name === "Basic Stat Bonus Table") {
for (const result of table.results) {
if (actorData.system.stats.agility.temp >= Number(result.range[0]) && actorData.system.stats.agility.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.agility.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.constitution.temp >= Number(result.range[0]) && actorData.system.stats.constitution.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.constitution.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.memory.temp >= Number(result.range[0]) && actorData.system.stats.memory.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.memory.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.reasoning.temp >= Number(result.range[0]) && actorData.system.stats.reasoning.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.reasoning.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.self_discipline.temp >= Number(result.range[0]) && actorData.system.stats.self_discipline.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.self_discipline.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.empathy.temp >= Number(result.range[0]) && actorData.system.stats.empathy.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.empathy.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.intuition.temp >= Number(result.range[0]) && actorData.system.stats.intuition.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.intuition.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.presence.temp >= Number(result.range[0]) && actorData.system.stats.presence.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.presence.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.quickness.temp >= Number(result.range[0]) && actorData.system.stats.quickness.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.quickness.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.strength.temp >= Number(result.range[0]) && actorData.system.stats.strength.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.strength.basic_bonus = parseInt(result.text, 10);
}
}
}
}
}
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// Tally each stat bonus and populate the total field.
calculateStatBonuses(actorData) {
const systemData = actorData.system;
actorData.system.stats.agility.stat_bonus = Number(systemData.stats.agility.racial_bonus)
+ Number(systemData.stats.agility.special_bonus)
+ Number(systemData.stats.agility.basic_bonus);
actorData.system.stats.constitution.stat_bonus = Number(systemData.stats.constitution.racial_bonus)
+ Number(systemData.stats.constitution.special_bonus)
+ Number(systemData.stats.constitution.basic_bonus);
actorData.system.stats.memory.stat_bonus = Number(systemData.stats.memory.racial_bonus)
+ Number(systemData.stats.memory.special_bonus)
+ Number(systemData.stats.memory.basic_bonus);
actorData.system.stats.reasoning.stat_bonus = Number(systemData.stats.reasoning.racial_bonus)
+ Number(systemData.stats.reasoning.special_bonus)
+ Number(systemData.stats.reasoning.basic_bonus);
actorData.system.stats.self_discipline.stat_bonus = Number(systemData.stats.self_discipline.racial_bonus)
+ Number(systemData.stats.self_discipline.special_bonus)
+ Number(systemData.stats.self_discipline.basic_bonus);
actorData.system.stats.empathy.stat_bonus = Number(systemData.stats.empathy.racial_bonus)
+ Number(systemData.stats.empathy.special_bonus)
+ Number(systemData.stats.empathy.basic_bonus);
actorData.system.stats.intuition.stat_bonus = Number(systemData.stats.intuition.racial_bonus)
+ Number(systemData.stats.intuition.special_bonus)
+ Number(systemData.stats.intuition.basic_bonus);
actorData.system.stats.presence.stat_bonus = Number(systemData.stats.presence.racial_bonus)
+ Number(systemData.stats.presence.special_bonus)
+ Number(systemData.stats.presence.basic_bonus);
actorData.system.stats.quickness.stat_bonus = Number(systemData.stats.quickness.racial_bonus)
+ Number(systemData.stats.quickness.special_bonus)
+ Number(systemData.stats.quickness.basic_bonus);
actorData.system.stats.strength.stat_bonus = Number(systemData.stats.strength.racial_bonus)
+ Number(systemData.stats.strength.special_bonus)
+ Number(systemData.stats.strength.basic_bonus);
}
// Calculate each Resistance Roll with the formula on the character sheet.
calculateResistanceRolls(actorData) {
const systemData = actorData.system;
actorData.system.resistance_rolls.essence.value = Number(systemData.stats.empathy.stat_bonus * 3);
actorData.system.resistance_rolls.channeling.value = Number(systemData.stats.intuition.stat_bonus * 3);
actorData.system.resistance_rolls.mentalism.value = Number(systemData.stats.presence.stat_bonus * 3);
actorData.system.resistance_rolls.fear.value = Number(systemData.stats.self_discipline.stat_bonus * 3);
actorData.system.resistance_rolls.poison_disease.value = Number(systemData.stats.constitution.stat_bonus * 3);
actorData.system.resistance_rolls.chann_ess.value = Number(systemData.stats.intuition.stat_bonus)
+ Number(systemData.stats.empathy.stat_bonus);
actorData.system.resistance_rolls.chann_ment.value = Number(systemData.stats.intuition.stat_bonus)
+ Number(systemData.stats.presence.stat_bonus);
actorData.system.resistance_rolls.ess_ment.value = Number(systemData.stats.empathy.stat_bonus)
+ Number(systemData.stats.presence.stat_bonus);
actorData.system.resistance_rolls.arcane.value = Number(systemData.stats.empathy.stat_bonus)
+ Number(systemData.stats.intuition.stat_bonus)
+ Number(systemData.stats.presence.stat_bonus);
actorData.system.resistance_rolls.essence.total = actorData.system.resistance_rolls.essence.value
+ actorData.system.resistance_rolls.essence.race_mod;
actorData.system.resistance_rolls.channeling.total = actorData.system.resistance_rolls.channeling.value
+ actorData.system.resistance_rolls.channeling.race_mod;
actorData.system.resistance_rolls.mentalism.total = actorData.system.resistance_rolls.mentalism.value
+ actorData.system.resistance_rolls.mentalism.race_mod;
actorData.system.resistance_rolls.fear.total = actorData.system.resistance_rolls.fear.value
+ actorData.system.resistance_rolls.fear.race_mod;
actorData.system.resistance_rolls.poison_disease.total = actorData.system.resistance_rolls.poison_disease.value
+ actorData.system.resistance_rolls.poison_disease.race_mod;
actorData.system.resistance_rolls.chann_ess.total = actorData.system.resistance_rolls.chann_ess.value
+ actorData.system.resistance_rolls.chann_ess.race_mod;
actorData.system.resistance_rolls.chann_ment.total = actorData.system.resistance_rolls.chann_ment.value
+ actorData.system.resistance_rolls.chann_ment.race_mod;
actorData.system.resistance_rolls.ess_ment.total = actorData.system.resistance_rolls.ess_ment.value
+ actorData.system.resistance_rolls.ess_ment.race_mod;
actorData.system.resistance_rolls.arcane.total = actorData.system.resistance_rolls.arcane.value
+ actorData.system.resistance_rolls.arcane.race_mod;
}
calculateSkillBonuses() {
for (const item of this.items) {
if (item.type === "skill") {
console.log(`rmss | actor.js | Calculating skill bonus for Skill: ${item.name}`);
console.log(`rmss | actor.js | Updating Skill Category Bonus for Skill: ${item.name}`);
item.calculateSelectedSkillCategoryBonus(item);
console.log(`rmss | actor.js | Updating Skill Total Bonus for Skill: ${item.name}`);
item.calculateSkillTotalBonus(item);
}
}
}
// Tallys the bonus for each Stat that is applicable to the Skill Category and then updates the total
calculateSkillCategoryStatBonuses() {
for (const item of this.items) {
if (item.type === "skill_category") {
console.log(`rmss | actor.js | Calculating Skill Category Stat Bonuses for: ${item.name}`);
// Get all the applicable stats for this skill category
let app_stat_1 = item.system.app_stat_1;
let app_stat_2 = item.system.app_stat_2;
let app_stat_3 = item.system.app_stat_3;
// If the first one is None we don't need to do anything further
if (app_stat_1 === "None") {
continue;
}
else
{
let applicable_stat_bonus = 0;
let app_stat_1_found = false;
let app_stat_2_found = false;
let app_stat_3_found = false;
// Iterate through the applicable stats and find their full names
for (const stat in CONFIG.rmss.stats) {
// If the configured App Stat matches the one of the stats in config
if (app_stat_1 === CONFIG.rmss.stats[stat].shortname) {
app_stat_1_found = true;
// Get the Stat Bonus
applicable_stat_bonus = applicable_stat_bonus + this.system.stats[stat].stat_bonus;
}
if (app_stat_2 === CONFIG.rmss.stats[stat].shortname) {
app_stat_2_found = true;
applicable_stat_bonus = applicable_stat_bonus + this.system.stats[stat].stat_bonus;
}
if (app_stat_3 === CONFIG.rmss.stats[stat].shortname) {
app_stat_3_found = true;
applicable_stat_bonus = applicable_stat_bonus + this.system.stats[stat].stat_bonus;
}
}
if (app_stat_1_found === true && app_stat_2_found === true && app_stat_3_found === true) {
// Apply the update if we found stat bonuses for every applicable stat
item.system.stat_bonus = applicable_stat_bonus;
// Update the total in the Item
item.calculateSkillCategoryTotalBonus(item);
}
else if (app_stat_1_found === true && app_stat_2_found === true && app_stat_3_found === false) {
// Apply the update if we found stat bonuses for the first two applicable stats
item.system.stat_bonus = applicable_stat_bonus;
// Update the total in the Item
item.calculateSkillCategoryTotalBonus(item);
}
else if (app_stat_1_found === true && app_stat_2_found === false && app_stat_3_found === false) {
// Apply the update if we found stat bonuses for the first applicable stat
item.system.stat_bonus = applicable_stat_bonus;
// Update the total in the Item
item.calculateSkillCategoryTotalBonus(item);
}
}
}
}
}
// For each skill category return an object in this format.
// {{ _id: "skill category name"}}
// This is the format that the select helper on the skill sheet needs
getOwnedItemsByType(item_type) {
let ownedItems = {None: "None"};
console.log(`rmss | actor.js | Getting owned ${item_type} for: ${this.name}`);
for (const item of this.items) {
if (item.type === item_type) {
ownedItems[item._id] = item.name;
}
}
return (ownedItems);
}
}