fvtt-te-deum/modules/actors/tedeum-actor.js

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/* -------------------------------------------- */
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import { TeDeumUtility } from "../common/tedeum-utility.js";
import { TeDeumRollDialog } from "../dialogs/tedeum-roll-dialog.js";
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/* -------------------------------------------- */
/* -------------------------------------------- */
/**
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
* @extends {Actor}
*/
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export class TeDeumActor extends Actor {
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/* -------------------------------------------- */
/**
* 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;
}
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if (data.type == 'pj') {
const skills = await TeDeumUtility.loadCompendium("fvtt-te-deum.competences")
data.items = data.items || []
for (let skill of skills) {
if (skill.system.isBase || skill.system.score == 1) {
data.items.push(skill.toObject())
}
}
}
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return super.create(data, options);
}
/* -------------------------------------------- */
async prepareData() {
super.prepareData()
}
/* -------------------------------------------- */
prepareDerivedData() {
super.prepareDerivedData();
}
/* -------------------------------------------- */
_preUpdate(changed, options, user) {
super._preUpdate(changed, options, user);
}
/* -------------------------------------------- */
async _preCreate(data, options, user) {
await super._preCreate(data, options, user);
// Configure prototype token settings
const prototypeToken = {};
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if (this.type === "pj") Object.assign(prototypeToken, {
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sight: { enabled: true }, actorLink: true, disposition: CONST.TOKEN_DISPOSITIONS.FRIENDLY
});
this.updateSource({ prototypeToken });
}
/* -------------------------------------------- */
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getBonusDegats() {
return game.system.tedeum.config.BONUS_DEGATS[this.system.caracteristiques.puissance.value]
}
/* -------------------------------------------- */
getNbArmures() {
return game.system.tedeum.config.MAX_ARMURES_LOURDES[this.system.caracteristiques.puissance.value]
}
getNbActions() {
return game.system.tedeum.config.ACTIONS_PAR_TOUR[this.system.caracteristiques.adresse.value]
}
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/* -------------------------------------------- */
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getCompetences() {
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'competence') || [])
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return comp;
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}
/* -------------------------------------------- */
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getGraces() {
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'grace') || [])
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TeDeumUtility.sortArrayObjectsByName(comp)
return comp;
}
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getArmes() {
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'arme') || [])
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TeDeumUtility.sortArrayObjectsByName(comp)
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return comp;
}
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getEquipements() {
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'equipement') || [])
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TeDeumUtility.sortArrayObjectsByName(comp)
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return comp;
}
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getArmures() {
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'armure') || [])
TeDeumUtility.sortArrayObjectsByName(comp)
return comp;
}
getBlessures() {
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'blessure') || [])
for (let c of comp) {
let blessDef = game.system.tedeum.config.blessures[c.system.typeBlessure]
c.malus = blessDef.modifier
}
TeDeumUtility.sortArrayObjectsByName(comp)
return comp;
}
getMaladies() {
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'maladie') || [])
for (let c of comp) {
c.malus = "N/A"
if (c.system.appliquee) {
let malDef = game.system.tedeum.config.virulence[c.system.virulence]
c.malus = malDef.modifier
}
}
TeDeumUtility.sortArrayObjectsByName(comp)
return comp;
}
getPoisons() {
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'poison') || [])
for (let c of comp) {
c.malus = "N/A"
if (c.system.appliquee) {
let poisDef = game.system.tedeum.config.virulencePoison[c.system.virulence]
c.malus = poisDef.modifier
}
}
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TeDeumUtility.sortArrayObjectsByName(comp)
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return comp;
}
/* -------------------------------------------- */
getSanteModifier() {
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'maladie') || [])
let modTotal = 0
for (let c of comp) {
if (c.system.appliquee) {
let maladieDef = game.system.tedeum.config.virulence[c.system.virulence]
modTotal += maladieDef.modifier
}
}
let simples= foundry.utils.duplicate(this.items.filter(item => item.type == 'simple') || [])
for (let c of simples) {
if (c.system.appliquee) {
let simpleDef = game.system.tedeum.config.virulencePoison[c.system.virulence]
modTotal += simpleDef.modifier
}
}
let blessures = foundry.utils.duplicate(this.items.filter(item => item.type == 'blessure') || [])
for (let c of blessures) {
let blessDef = game.system.tedeum.config.blessures[c.system.typeBlessure]
modTotal += blessDef.modifier
}
// Si le nombre de blessures est supérieur au score d'endurance, alors malus supplémentaire
let endurance = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "endurance")
if ( blessures.length > endurance.system.score) {
modTotal += -1
}
return modTotal
}
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/* -------------------------------------------- */
updateCarac(c, key) {
c.key = key
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c.name = game.system.tedeum.config.caracteristiques[key].label
c.generalqualite = game.system.tedeum.config.descriptionValeur[c.value].qualite
c.qualite = game.system.tedeum.config.descriptionValeur[c.value][key]
c.dice = game.system.tedeum.config.descriptionValeur[c.value].dice
c.negativeDice = game.system.tedeum.config.descriptionValeur[c.value].negativeDice
}
/* -------------------------------------------- */
prepareCaracteristiques() {
let carac = foundry.utils.deepClone(this.system.caracteristiques)
for (let key in carac) {
let c = carac[key]
this.updateCarac(c, key)
}
return carac
}
/* -------------------------------------------- */
prepareProvidence() {
let providence = foundry.utils.deepClone(this.system.providence)
providence.name = "Providence"
providence.qualite = game.system.tedeum.config.providence[providence.value].labelM
providence.dice = game.system.tedeum.config.providence[providence.value].diceValue
return providence
}
/* -------------------------------------------- */
prepareCombat() {
let combatLoc = foundry.utils.deepClone(this.system.localisation)
for (let key in combatLoc) {
combatLoc[key] = foundry.utils.mergeObject(combatLoc[key], game.system.tedeum.config.LOCALISATION[key])
combatLoc[key].armures = []
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combatLoc[key].blessures = []
combatLoc[key].protectionTotal = 0
let armures = this.getArmures()
for (let armure of armures) {
if (armure.system.equipe && armure.system.localisation[key].protege) {
combatLoc[key].armures.push(armure)
combatLoc[key].protectionTotal += armure.system.protection
}
}
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let blessures = this.getBlessures()
for (let blessure of blessures) {
if (blessure.system.localisation == key) {
combatLoc[key].blessures.push(blessure)
}
}
let endurance = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "endurance")
combatLoc[key].endurance = endurance.system.score + game.system.tedeum.config.LOCALISATION[key].locMod
combatLoc[key].touche = combatLoc[key].endurance + combatLoc[key].protectionTotal
}
return combatLoc
}
/* -------------------------------------------- */
modifyProvidence(value) {
let providence = foundry.utils.duplicate(this.system.providence)
providence.value = Math.min(Math.max(providence.value + value, 0), 6)
this.update( { "system.providence": providence } )
}
/* -------------------------------------------- */
modifyXP(key, value) {
let xp = this.system.caracteristiques[key].experience
xp = Math.max(xp + value, 0)
this.update( { [`system.caracteristiques.${key}.experience`]: xp } )
}
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/* -------------------------------------------- */
filterCompetencesByCarac(key) {
let comp = this.items.filter(item => item.type == 'competence' && item.system.caracteristique == key)
comp.forEach(c => {
if (c.system.isBase) {
c.system.score = this.system.caracteristiques[c.system.caracteristique].value
}
let caracDice = game.system.tedeum.config.descriptionValeur[this.system.caracteristiques[c.system.caracteristique].value].dice
c.system.formula = caracDice + "+" + c.system.score
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})
return foundry.utils.deepClone( comp || {} )
}
/* -------------------------------------------- */
prepareArbreCompetences() {
let arbre = foundry.utils.deepClone(this.system.caracteristiques)
for (let key in arbre) {
let c = arbre[key]
this.updateCarac(c, key)
c.competences = this.filterCompetencesByCarac(key)
}
return arbre
}
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/* -------------------------------------------- */
getItemById(id) {
let item = this.items.find(item => item.id == id);
if (item) {
item = foundry.utils.duplicate(item)
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}
return item;
}
/* -------------------------------------------- */
async equipItem(itemId) {
let item = this.items.find(item => item.id == itemId)
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let update = { _id: item.id, "system.equipe": !item.system.equipe };
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
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}
/* ------------------------------------------- */
async buildContainerTree() {
let equipments = foundry.utils.duplicate(this.items.filter(item => item.type == "equipment") || [])
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for (let equip1 of equipments) {
if (equip1.system.iscontainer) {
equip1.system.contents = []
equip1.system.contentsEnc = 0
for (let equip2 of equipments) {
if (equip1._id != equip2.id && equip2.system.containerid == equip1.id) {
equip1.system.contents.push(equip2)
let q = equip2.system.quantity ?? 1
equip1.system.contentsEnc += q * equip2.system.weight
}
}
}
}
// Compute whole enc
let enc = 0
for (let item of equipments) {
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//item.data.idrDice = TeDeumUtility.getDiceFromLevel(Number(item.data.idr))
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if (item.system.equipped) {
if (item.system.iscontainer) {
enc += item.system.contentsEnc
} else if (item.system.containerid == "") {
let q = item.system.quantity ?? 1
enc += q * item.system.weight
}
}
}
for (let item of this.items) { // Process items/shields/armors
if ((item.type == "weapon" || item.type == "shield" || item.type == "armor") && item.system.equipped) {
let q = item.system.quantity ?? 1
enc += q * item.system.weight
}
}
// Store local values
this.encCurrent = enc
this.containersTree = equipments.filter(item => item.system.containerid == "") // Returns the root of equipements without container
}
/* -------------------------------------------- */
async equipGear(equipmentId) {
let item = this.items.find(item => item.id == equipmentId);
if (item?.system) {
let update = { _id: item.id, "system.equipped": !item.system.equipped };
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
}
}
/* -------------------------------------------- */
clearInitiative() {
this.getFlag("world", "initiative", -1)
}
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/* -------------------------------------------- */
getInitiativeScore() {
let initiative = this.items.find(it=>it.type == "competence" && it.name.toLowerCase() == "initiative")
if ( initiative ) {
return initiative.system.score
}
ui.notifications.warn("Impossible de trouver la compétence Initiative pour l'acteur " + this.name)
return -1;
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}
/* -------------------------------------------- */
async deleteAllItemsByType(itemType) {
let items = this.items.filter(item => item.type == itemType);
await this.deleteEmbeddedDocuments('Item', items);
}
/* -------------------------------------------- */
async addItemWithoutDuplicate(newItem) {
let item = this.items.find(item => item.type == newItem.type && item.name.toLowerCase() == newItem.name.toLowerCase())
if (!item) {
await this.createEmbeddedDocuments('Item', [newItem]);
}
}
/* -------------------------------------------- */
async incDecQuantity(objetId, incDec = 0) {
let objetQ = this.items.get(objetId)
if (objetQ) {
let newQ = objetQ.system.quantity + incDec
if (newQ >= 0) {
await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.quantity': newQ }]) // pdates one EmbeddedEntity
}
}
}
/* -------------------------------------------- */
getCommonRollData() {
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let rollData = TeDeumUtility.getBasicRollData()
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rollData.alias = this.name
rollData.actorImg = this.img
rollData.actorId = this.id
rollData.img = this.img
rollData.providence = this.prepareProvidence()
rollData.santeModifier = this.getSanteModifier()
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return rollData
}
/* -------------------------------------------- */
getCommonCompetence(compId) {
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let rollData = this.getCommonRollData()
let competence = foundry.utils.duplicate(this.items.find(it => it.type =="competence" && it.id == compId))
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rollData.competence = competence
let c = foundry.utils.duplicate(this.system.caracteristiques[competence.system.caracteristique])
this.updateCarac( c, competence.system.caracteristique)
rollData.carac = c
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rollData.img = competence.img
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return rollData
}
/* -------------------------------------------- */
rollCompetence(compId) {
let rollData = this.getCommonCompetence(compId)
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rollData.mode = "competence"
rollData.title = rollData.competence.name
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this.startRoll(rollData).catch("Error on startRoll")
}
/* -------------------------------------------- */
rollArme(armeId, compName = undefined) {
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let weapon = this.items.get(armeId)
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if (weapon) {
weapon = foundry.utils.duplicate(weapon)
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let rollData = this.getCommonRollData()
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rollData.mode = "arme"
rollData.arme = weapon
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rollData.img = weapon.img
rollData.title = weapon.name
// Setup competence + carac
if (!compName) {
compName = weapon.system.competence
}
let competence = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == compName.toLowerCase())
if ( competence) {
rollData.competence = competence
let c = foundry.utils.duplicate(this.system.caracteristiques[competence.system.caracteristique])
this.updateCarac( c, competence.system.caracteristique)
rollData.carac = c
} else {
ui.notifications.warn("Impossible de trouver la compétence " + compName)
return
}
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this.startRoll(rollData).catch("Error on startRoll")
} else {
ui.notifications.warn("Impossible de trouver l'arme concernée ")
}
}
/* -------------------------------------------- */
async startRoll(rollData) {
console.log("startRoll", rollData)
let rollDialog = await TeDeumRollDialog.create(this, rollData)
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rollDialog.render(true)
}
}