/* -------------------------------------------- */ import { TeDeumUtility } from "../common/tedeum-utility.js"; /* -------------------------------------------- */ /* -------------------------------------------- */ /** * Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system. * @extends {Actor} */ export class TeDeumActor extends Actor { /* -------------------------------------------- */ /** * 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 = {}; if (this.type === "pj") Object.assign(prototypeToken, { sight: { enabled: true }, actorLink: true, disposition: CONST.TOKEN_DISPOSITIONS.FRIENDLY }); this.updateSource({ prototypeToken }); } /* -------------------------------------------- */ 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] } /* -------------------------------------------- */ getCompetences() { let comp = duplicate(this.items.filter(item => item.type == 'competence') || []) return comp; } /* -------------------------------------------- */ getArmes() { let comp = duplicate(this.items.filter(item => item.type == 'arme') || []) TeDeumUtility.sortArrayObjectsByName(comp) return comp; } getEquipements() { let comp = duplicate(this.items.filter(item => item.type == 'equipement') || []) TeDeumUtility.sortArrayObjectsByName(comp) return comp; } getArmures() { let comp = duplicate(this.items.filter(item => item.type == 'armure') || []) TeDeumUtility.sortArrayObjectsByName(comp) 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) { if (item.type == "armure") { 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 } } /* ------------------------------------------- */ 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) { //item.data.idrDice = TeDeumUtility.getDiceFromLevel(Number(item.data.idr)) 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() { let rollData = TeDeumUtility.getBasicRollData() rollData.alias = this.name rollData.actorImg = this.img rollData.actorId = this.id rollData.img = this.img rollData.isReroll = false return rollData } /* -------------------------------------------- */ getCommonCompetence(skillid) { let rollData = this.getCommonRollData() let competence = duplicate(this.items.find(it => it.type =="competence" && it.id == skillid)) rollData.competence = competence rollData.img = competence.img return rollData } /* -------------------------------------------- */ rollCompetence(skillId) { let rollData = this.getCommonCompetence(skillId) rollData.mode = "competence" rollData.title = rollData.competence.name this.startRoll(rollData).catch("Error on startRoll") } /* -------------------------------------------- */ rollArme(armeId) { let weapon = this.items.get(armeId) if (weapon) { weapon = duplicate(weapon) let rollData = this.getCommonRollData() rollData.mode = "arme" rollData.arme = weapon 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) } }