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

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/* -------------------------------------------- */
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import { TeDeumUtility } from "../common/tedeum-utility.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;
}
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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getCompetences() {
let comp = duplicate(this.items.filter(item => item.type == 'competence') || [])
return comp;
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}
/* -------------------------------------------- */
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getArmes() {
let comp = duplicate(this.items.filter(item => item.type == 'arme') || [])
TeDeumUtility.sortArrayObjectsByName(comp)
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return comp;
}
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getEquipements() {
let comp = duplicate(this.items.filter(item => item.type == 'equipement') || [])
TeDeumUtility.sortArrayObjectsByName(comp)
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return comp;
}
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getArmures() {
let comp = duplicate(this.items.filter(item => item.type == 'armure') || [])
TeDeumUtility.sortArrayObjectsByName(comp)
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return comp;
}
/* -------------------------------------------- */
getItemById(id) {
let item = this.items.find(item => item.id == id);
if (item) {
item = duplicate(item)
}
return item;
}
/* -------------------------------------------- */
async equipItem(itemId) {
let item = this.items.find(item => item.id == itemId)
if (item?.system) {
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if (item.type == "armure") {
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let armor = this.items.find(item => item.id != itemId && item.type == "armor" && item.system.equipped)
if (armor) {
ui.notifications.warn("You already have an armor equipped!")
return
}
}
if (item.type == "shield") {
let shield = this.items.find(item => item.id != itemId && item.type == "shield" && item.system.equipped)
if (shield) {
ui.notifications.warn("You already have a shield equipped!")
return
}
}
let update = { _id: item.id, "system.equipped": !item.system.equipped };
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
}
}
/* ------------------------------------------- */
getEquipments() {
return this.items.filter(item => item.type == 'equipment')
}
/* ------------------------------------------- */
async buildContainerTree() {
let equipments = duplicate(this.items.filter(item => item.type == "equipment") || [])
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)
}
/* -------------------------------------------- */
getInitiativeScore(combatId, combatantId) {
let init = Math.floor((this.system.attributs.physique.value + this.system.attributs.habilite.value) / 2)
let subValue = new Roll("1d20").roll({ async: false })
return init + (subValue.total / 100)
}
/* -------------------------------------------- */
getSubActors() {
let subActors = [];
for (let id of this.system.subactors) {
subActors.push(duplicate(game.actors.get(id)))
}
return subActors;
}
/* -------------------------------------------- */
async addSubActor(subActorId) {
let subActors = duplicate(this.system.subactors);
subActors.push(subActorId);
await this.update({ 'system.subactors': subActors });
}
/* -------------------------------------------- */
async delSubActor(subActorId) {
let newArray = [];
for (let id of this.system.subactors) {
if (id != subActorId) {
newArray.push(id);
}
}
await this.update({ 'system.subactors': newArray });
}
/* -------------------------------------------- */
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() {
//this.system.internals.confrontbonus = 5 // TO BE REMOVED!!!!
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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.isReroll = false
return rollData
}
/* -------------------------------------------- */
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getCommonCompetence(skillid) {
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let rollData = this.getCommonRollData()
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let competence = duplicate(this.items.find(it => it.type =="competence" && it.id == skillid))
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rollData.competence = competence
rollData.img = competence.img
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return rollData
}
/* -------------------------------------------- */
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rollCompetence(skillId) {
let rollData = this.getCommonCompetence(skillId)
rollData.mode = "competence"
rollData.title = rollData.competence.name
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this.startRoll(rollData).catch("Error on startRoll")
}
/* -------------------------------------------- */
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rollArme(armeId) {
let weapon = this.items.get(armeId)
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if (weapon) {
weapon = duplicate(weapon)
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
this.startRoll(rollData).catch("Error on startRoll")
} else {
ui.notifications.warn("Impossible de trouver l'arme concernée ")
}
}
/* -------------------------------------------- */
async startRoll(rollData) {
let rollDialog = await EcrymeRollDialog.create(this, rollData)
rollDialog.render(true)
}
}