310 lines
15 KiB
JavaScript
310 lines
15 KiB
JavaScript
export class RMSSActor extends Actor {
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/** @override */
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prepareData() {
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// Prepare data for the actor. Calling the super version of this executes
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// the following, in order: data reset (to clear active effects),
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// prepareBaseData(), prepareEmbeddedDocuments() (including active effects),
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// prepareDerivedData().
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super.prepareData();
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}
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prepareDerivedData() {
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const actorData = this;
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const systemData = actorData.system;
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const flags = actorData.flags.rmss || {};
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// Make separate methods for each Actor type (character, npc, etc.) to keep
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// things organized.
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this._prepareCharacterData(actorData);
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this._prepareNpcData(actorData);
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}
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/**
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* Prepare Character specific data.
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* @param {Actor} actorData The NPC Object to prepare data for
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*/
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_prepareCharacterData(actorData) {
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if (actorData.type !== "character") return;
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this.calculateBasicStatBonus(actorData);
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// Calculate Stat Bonuses for the Actor
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this.calculateStatBonuses(actorData);
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// Calculate Resistance Rolls for the Actor
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this.calculateResistanceRolls(actorData);
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// Iterate through and apply Stat bonuses for Skill Category Items
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this.calculateSkillCategoryStatBonuses();
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// Iterate through and apply Skill Category Bonuses for Skill items
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this.calculateSkillBonuses();
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this.computeWoundsMalus();
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}
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getStunnedModifier() {
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if (this.system.state.stunned) {
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return Math.min(-50 + (3*this.system.stats.self_discipline.stat_bonus), 0)
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} else {
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return 0;
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}
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}
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computeWoundsMalus() {
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// Compute % of wounds
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let percent = 100 - (this.system.attributes.hits.current*100/this.system.attributes.hits.max);
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let modifier = 0;
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if (percent > 25 && percent < 50) {
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modifier = -10;
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} else if (percent >= 51 && percent < 75) {
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modifier = -20;
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} else if (percent >= 76) {
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modifier = -30;
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}
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this.system.modifiers.woundsModifier = modifier;
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console.log(`rmss | actor.js | Wounds Malus: ${this.system.modifiers.woundsModifier} ${percent}`);
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}
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/**
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* Prepare NPC specific data.
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* @param {Actor} actorData The NPC Object to prepare data for
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*/
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_prepareNpcData(actorData) {
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if (actorData.type !== "npc") return;
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// Make modifications to data here. For example:
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const data = actorData.data;
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}
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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.
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calculateBasicStatBonus(actorData) {
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const systemData = actorData.system;
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for (const table of game.tables) {
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if (table.name === "Basic Stat Bonus Table") {
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for (const result of table.results) {
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if (actorData.system.stats.agility.temp >= Number(result.range[0]) && actorData.system.stats.agility.basic_bonus <= Number(result.range[1])) {
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actorData.system.stats.agility.basic_bonus = parseInt(result.text, 10);
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}
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if (actorData.system.stats.constitution.temp >= Number(result.range[0]) && actorData.system.stats.constitution.basic_bonus <= Number(result.range[1])) {
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actorData.system.stats.constitution.basic_bonus = parseInt(result.text, 10);
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}
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if (actorData.system.stats.memory.temp >= Number(result.range[0]) && actorData.system.stats.memory.basic_bonus <= Number(result.range[1])) {
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actorData.system.stats.memory.basic_bonus = parseInt(result.text, 10);
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}
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if (actorData.system.stats.reasoning.temp >= Number(result.range[0]) && actorData.system.stats.reasoning.basic_bonus <= Number(result.range[1])) {
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actorData.system.stats.reasoning.basic_bonus = parseInt(result.text, 10);
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}
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if (actorData.system.stats.self_discipline.temp >= Number(result.range[0]) && actorData.system.stats.self_discipline.basic_bonus <= Number(result.range[1])) {
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actorData.system.stats.self_discipline.basic_bonus = parseInt(result.text, 10);
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}
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if (actorData.system.stats.empathy.temp >= Number(result.range[0]) && actorData.system.stats.empathy.basic_bonus <= Number(result.range[1])) {
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actorData.system.stats.empathy.basic_bonus = parseInt(result.text, 10);
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}
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if (actorData.system.stats.intuition.temp >= Number(result.range[0]) && actorData.system.stats.intuition.basic_bonus <= Number(result.range[1])) {
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actorData.system.stats.intuition.basic_bonus = parseInt(result.text, 10);
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}
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if (actorData.system.stats.presence.temp >= Number(result.range[0]) && actorData.system.stats.presence.basic_bonus <= Number(result.range[1])) {
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actorData.system.stats.presence.basic_bonus = parseInt(result.text, 10);
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}
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if (actorData.system.stats.quickness.temp >= Number(result.range[0]) && actorData.system.stats.quickness.basic_bonus <= Number(result.range[1])) {
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actorData.system.stats.quickness.basic_bonus = parseInt(result.text, 10);
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}
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if (actorData.system.stats.strength.temp >= Number(result.range[0]) && actorData.system.stats.strength.basic_bonus <= Number(result.range[1])) {
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actorData.system.stats.strength.basic_bonus = parseInt(result.text, 10);
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}
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}
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}
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}
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}
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// Tally each stat bonus and populate the total field.
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calculateStatBonuses(actorData) {
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const systemData = actorData.system;
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actorData.system.stats.agility.stat_bonus = Number(systemData.stats.agility.racial_bonus)
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+ Number(systemData.stats.agility.special_bonus)
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+ Number(systemData.stats.agility.basic_bonus);
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actorData.system.stats.constitution.stat_bonus = Number(systemData.stats.constitution.racial_bonus)
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+ Number(systemData.stats.constitution.special_bonus)
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+ Number(systemData.stats.constitution.basic_bonus);
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actorData.system.stats.memory.stat_bonus = Number(systemData.stats.memory.racial_bonus)
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+ Number(systemData.stats.memory.special_bonus)
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+ Number(systemData.stats.memory.basic_bonus);
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actorData.system.stats.reasoning.stat_bonus = Number(systemData.stats.reasoning.racial_bonus)
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+ Number(systemData.stats.reasoning.special_bonus)
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+ Number(systemData.stats.reasoning.basic_bonus);
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actorData.system.stats.self_discipline.stat_bonus = Number(systemData.stats.self_discipline.racial_bonus)
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+ Number(systemData.stats.self_discipline.special_bonus)
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+ Number(systemData.stats.self_discipline.basic_bonus);
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actorData.system.stats.empathy.stat_bonus = Number(systemData.stats.empathy.racial_bonus)
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+ Number(systemData.stats.empathy.special_bonus)
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+ Number(systemData.stats.empathy.basic_bonus);
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actorData.system.stats.intuition.stat_bonus = Number(systemData.stats.intuition.racial_bonus)
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+ Number(systemData.stats.intuition.special_bonus)
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+ Number(systemData.stats.intuition.basic_bonus);
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actorData.system.stats.presence.stat_bonus = Number(systemData.stats.presence.racial_bonus)
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+ Number(systemData.stats.presence.special_bonus)
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+ Number(systemData.stats.presence.basic_bonus);
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actorData.system.stats.quickness.stat_bonus = Number(systemData.stats.quickness.racial_bonus)
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+ Number(systemData.stats.quickness.special_bonus)
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+ Number(systemData.stats.quickness.basic_bonus);
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actorData.system.stats.strength.stat_bonus = Number(systemData.stats.strength.racial_bonus)
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+ Number(systemData.stats.strength.special_bonus)
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+ Number(systemData.stats.strength.basic_bonus);
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}
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// Calculate each Resistance Roll with the formula on the character sheet.
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calculateResistanceRolls(actorData) {
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const systemData = actorData.system;
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actorData.system.resistance_rolls.essence.value = Number(systemData.stats.empathy.stat_bonus * 3);
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actorData.system.resistance_rolls.channeling.value = Number(systemData.stats.intuition.stat_bonus * 3);
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actorData.system.resistance_rolls.mentalism.value = Number(systemData.stats.presence.stat_bonus * 3);
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actorData.system.resistance_rolls.fear.value = Number(systemData.stats.self_discipline.stat_bonus * 3);
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actorData.system.resistance_rolls.poison_disease.value = Number(systemData.stats.constitution.stat_bonus * 3);
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actorData.system.resistance_rolls.chann_ess.value = Number(systemData.stats.intuition.stat_bonus)
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+ Number(systemData.stats.empathy.stat_bonus);
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actorData.system.resistance_rolls.chann_ment.value = Number(systemData.stats.intuition.stat_bonus)
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+ Number(systemData.stats.presence.stat_bonus);
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actorData.system.resistance_rolls.ess_ment.value = Number(systemData.stats.empathy.stat_bonus)
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+ Number(systemData.stats.presence.stat_bonus);
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actorData.system.resistance_rolls.arcane.value = Number(systemData.stats.empathy.stat_bonus)
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+ Number(systemData.stats.intuition.stat_bonus)
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+ Number(systemData.stats.presence.stat_bonus);
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actorData.system.resistance_rolls.essence.total = actorData.system.resistance_rolls.essence.value
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+ actorData.system.resistance_rolls.essence.race_mod;
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actorData.system.resistance_rolls.channeling.total = actorData.system.resistance_rolls.channeling.value
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+ actorData.system.resistance_rolls.channeling.race_mod;
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actorData.system.resistance_rolls.mentalism.total = actorData.system.resistance_rolls.mentalism.value
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+ actorData.system.resistance_rolls.mentalism.race_mod;
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actorData.system.resistance_rolls.fear.total = actorData.system.resistance_rolls.fear.value
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+ actorData.system.resistance_rolls.fear.race_mod;
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actorData.system.resistance_rolls.poison_disease.total = actorData.system.resistance_rolls.poison_disease.value
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+ actorData.system.resistance_rolls.poison_disease.race_mod;
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actorData.system.resistance_rolls.chann_ess.total = actorData.system.resistance_rolls.chann_ess.value
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+ actorData.system.resistance_rolls.chann_ess.race_mod;
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actorData.system.resistance_rolls.chann_ment.total = actorData.system.resistance_rolls.chann_ment.value
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+ actorData.system.resistance_rolls.chann_ment.race_mod;
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actorData.system.resistance_rolls.ess_ment.total = actorData.system.resistance_rolls.ess_ment.value
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+ actorData.system.resistance_rolls.ess_ment.race_mod;
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actorData.system.resistance_rolls.arcane.total = actorData.system.resistance_rolls.arcane.value
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+ actorData.system.resistance_rolls.arcane.race_mod;
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}
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calculateSkillBonuses() {
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for (const item of this.items) {
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if (item.type === "skill") {
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console.log(`rmss | actor.js | Calculating skill bonus for Skill: ${item.name}`);
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console.log(`rmss | actor.js | Updating Skill Category Bonus for Skill: ${item.name}`);
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item.calculateSelectedSkillCategoryBonus(item);
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console.log(`rmss | actor.js | Updating Skill Total Bonus for Skill: ${item.name}`);
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item.calculateSkillTotalBonus(item);
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}
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}
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}
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// Tallys the bonus for each Stat that is applicable to the Skill Category and then updates the total
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calculateSkillCategoryStatBonuses() {
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for (const item of this.items) {
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if (item.type === "skill_category") {
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console.log(`rmss | actor.js | Calculating Skill Category Stat Bonuses for: ${item.name}`);
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// Get all the applicable stats for this skill category
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let app_stat_1 = item.system.app_stat_1;
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let app_stat_2 = item.system.app_stat_2;
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let app_stat_3 = item.system.app_stat_3;
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// If the first one is None we don't need to do anything further
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if (app_stat_1 === "None") {
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continue;
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}
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else
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{
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let applicable_stat_bonuses = [];
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// Iterate through the applicable stats and find their full names
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for (const stat in CONFIG.rmss.stats) {
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// If the configured App Stat matches the one of the stats in config
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if (app_stat_1 === CONFIG.rmss.stats[stat].shortname) {
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// Add the Stat Bonus to the array
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applicable_stat_bonuses.push(this.system.stats[stat].stat_bonus);
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}
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if (app_stat_2 === CONFIG.rmss.stats[stat].shortname) {
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// Add the Stat Bonus to the array
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applicable_stat_bonuses.push(this.system.stats[stat].stat_bonus);
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}
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if (app_stat_3 === CONFIG.rmss.stats[stat].shortname) {
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// Add the Stat Bonus to the array
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applicable_stat_bonuses.push(this.system.stats[stat].stat_bonus);
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}
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}
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// Compute the total bonus for the applicable stats
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let applicable_stat_bonus = 0;
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for (const bonus of applicable_stat_bonuses) {
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applicable_stat_bonus += bonus;
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}
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// Apply the update if we found stat bonuses for every applicable stat
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if ( item.system.stat_bonus != applicable_stat_bonus ) {
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item.system.stat_bonus = applicable_stat_bonus;
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}
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// Update the total in the Item
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item.calculateSkillCategoryTotalBonus(item);
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}
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}
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}
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}
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// For each skill category return an object in this format.
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// {{ _id: "skill category name"}}
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// This is the format that the select helper on the skill sheet needs
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getOwnedItemsByType(item_type) {
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let ownedItems = {None: "None"};
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console.log(`rmss | actor.js | Getting owned ${item_type} for: ${this.name}`);
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for (const item of this.items) {
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if (item.type === item_type) {
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ownedItems[item._id] = item.name;
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}
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}
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return (ownedItems);
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}
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}
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