/* -------------------------------------------- */ import { TeDeumUtility } from "../common/tedeum-utility.js"; import { TeDeumRollDialog } from "../dialogs/tedeum-roll-dialog.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; } 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()) } } } return super.create(data, options); } /* -------------------------------------------- */ async prepareData() { super.prepareData() } /* -------------------------------------------- */ prepareDerivedData() { super.prepareDerivedData(); } /* -------------------------------------------- */ _preUpdate(changed, options, user) { super._preUpdate(changed, options, user); } getCompetenceScore(compName) { let competence = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == compName.toLowerCase()) if (competence) { return competence.system.score } return 0 } /* -------------------------------------------- */ _onUpdate(changed, options, userId) { let updates = [] let memoriser = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "mémoriser") let newScore = this.getCommonBaseValue(this.system.caracteristiques.adresse.value) if (memoriser && memoriser?.system.score != newScore) { updates.push({ _id: memoriser.id, "system.score": Number(newScore) }) } let perception = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "perception") newScore = this.getCommonBaseValue(this.system.caracteristiques.sensibilite.value) if (perception && perception.system.score != newScore) { updates.push({ _id: perception.id, "system.score": Number(newScore) }) } let charme = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "charme") newScore = this.getCommonBaseValue(this.system.caracteristiques.entregent.value) if (charme && charme?.system.score != newScore) { updates.push({ _id: charme.id, "system.score": Number(newScore) }) } let endurance = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "endurance") newScore = this.getCommonBaseValue(this.system.caracteristiques.complexion.value) if (endurance && endurance?.system.score != newScore) { updates.push({ _id: endurance.id, "system.score": Number(newScore) }) } let course = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "course") newScore = this.getCommonBaseValue(this.system.caracteristiques.adresse.value) if (course && course?.system.score != newScore) { updates.push({ _id: course.id, "system.score": Number(newScore) }) } let initiative = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "initiative") newScore = this.getCommonBaseValue(this.system.caracteristiques.adresse.value) if (initiative && initiative?.system.score != newScore) { updates.push({ _id: initiative.id, "system.score": Number(newScore) }) } let actionsTour = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "actions/tour") newScore = this.getCommonBaseValue(this.system.caracteristiques.adresse.value) if (actionsTour && actionsTour?.system.score != newScore) { updates.push({ _id: actionsTour.id, "system.score": Number(newScore) }) } let effort = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "effort") newScore = this.getCommonBaseValue(this.system.caracteristiques.puissance.value) if (effort && effort?.system.score != newScore) { updates.push({ _id: effort.id, "system.score": Number(newScore) }) } if (updates.length > 0) { this.updateEmbeddedDocuments('Item', updates) } } /* -------------------------------------------- */ 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 }); } /* -------------------------------------------- */ getCommonBaseValue(value) { return game.system.tedeum.config.COMMON_VALUE[value]?.value || 0 } getInitiative() { return game.system.tedeum.config.COMMON_VALUE[this.system.caracteristiques.adresse.value]?.value || 0 } /* -------------------------------------------- */ 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] } getInitiative() { return game.system.tedeum.config.ACTIONS_PAR_TOUR[this.system.caracteristiques.adresse.value] } getNbArmuresLourdesActuel() { let armures = this.getArmures() let nb = 0 for (let armure of armures) { if (armure.system.equipe) { nb += armure.system.coutArmureLourde } } return nb } /* -------------------------------------------- */ getEducations() { let educations = this.items.filter(item => item.type == 'education') return educations } /* -------------------------------------------- */ getCompetences() { let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'competence') || []) return comp; } /* -------------------------------------------- */ getGraces() { let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'grace') || []) TeDeumUtility.sortArrayObjectsByName(comp) return comp; } getArmes() { let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'arme') || []) TeDeumUtility.sortArrayObjectsByName(comp) return comp; } getEquipements() { let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'equipement') || []) TeDeumUtility.sortArrayObjectsByName(comp) return comp; } 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 } } TeDeumUtility.sortArrayObjectsByName(comp) 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 } /* -------------------------------------------- */ async appliquerDegats(rollData) { let combat = this.prepareCombat() rollData.defenderName = this.name let touche = combat[rollData.loc.id].touche if (rollData.degats > 0 && rollData.degats > touche) { let diff = rollData.degats - touche for (let bId in game.system.tedeum.config.blessures) { let blessure = game.system.tedeum.config.blessures[bId] if (diff >= blessure.degatsMin && diff <= blessure.degatsMax) { // Create a new blessure object let blessureObj = { name: blessure.label, type: "blessure", system: { typeBlessure: bId, localisation: rollData.loc.id, appliquee: true, description: "Blessure infligée par un coup de " + rollData.arme.name + " de " + rollData.alias, } } rollData.blessure = blessureObj this.createEmbeddedDocuments('Item', [blessureObj]); } } } // Display the relevant chat message let msg = await TeDeumUtility.createChatWithRollMode(rollData.alias, { content: await renderTemplate(`systems/fvtt-te-deum/templates/chat/chat-blessure-result.hbs`, rollData) }) await msg.setFlag("world", "te-deum-rolldata", rollData) } /* -------------------------------------------- */ updateCarac(c, key) { c.key = key 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) c.description = game.system.tedeum.config.caracteristiques[key].description } 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 providence.description = "La Providence représente la Volonté Divine à l'œuvre pour guider ou sauver un être humain. Les PJ montent dans l’échelle de la Providence en menant à bien leurs missions et en se montrant vertueux. Les points de Providence peuvent servir à augmenter temporairement une caractéris- tique, à modifier la gravité d'une blessure, et à résister au vieillissement. Chaque person- nage commence avec un score initial de 1 en Providence (au niveau Pauvre pécheur)." 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 = [] 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 } } 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 }) } /* -------------------------------------------- */ 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 }) comp = comp.sort((a, b) => a.name.localeCompare(b.name)) 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 } /* -------------------------------------------- */ getItemById(id) { let item = this.items.find(item => item.id == id); if (item) { item = foundry.utils.duplicate(item) } return item; } /* -------------------------------------------- */ async equipItem(itemId) { let item = this.items.find(item => item.id == itemId) if (!this.checkArmure(item)) { return } let update = { _id: item.id, "system.equipe": !item.system.equipe }; await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity } /* ------------------------------------------- */ checkArmure(item) { if (item.type != "armure") { return true } if (item.system.equipe) { return true } let nbArmuresLourdes = this.getNbArmuresLourdesActuel() if (nbArmuresLourdes + item.system.coutArmureLourde > this.getNbArmures().value) { ui.notifications.warn("Impossible d'équiper cette armure, nombre d'armures lourdes maximum atteint") return false } // Loop thru localisation let armures = this.getArmures() for (let loc in item.system.localisation) { if (item.system.localisation[loc].protege) { for (let armure of armures) { if (armure.system.equipe && armure.system.localisation[loc].protege) { let flag = true //console.log("Check armure", armure, item)= if (item.system.typeArmure == "cuir") { flag = armure.system.superposableCuir } if (item.system.typeArmure == "maille") { flag = armure.system.superposableMaille } if (item.system.typeArmure == "plate") { flag = armure.system.superposablePlate } if (!flag) { ui.notifications.warn("Impossible d'équiper cette armure, non superposable") return flag } } } } return true } } /* ------------------------------------------- */ async buildContainerTree() { let equipments = foundry.utils.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() { 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; } /* -------------------------------------------- */ 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.providence = this.prepareProvidence() rollData.santeModifier = this.getSanteModifier() return rollData } /* -------------------------------------------- */ getCommonCompetence(compId) { let rollData = this.getCommonRollData() let competence = foundry.utils.duplicate(this.items.find(it => it.type == "competence" && it.id == compId)) rollData.competence = competence let c = foundry.utils.duplicate(this.system.caracteristiques[competence.system.caracteristique]) this.updateCarac(c, competence.system.caracteristique) rollData.carac = c rollData.img = competence.img return rollData } /* -------------------------------------------- */ rollCompetence(compId) { let rollData = this.getCommonCompetence(compId) rollData.mode = "competence" rollData.title = rollData.competence.name this.startRoll(rollData).catch("Error on startRoll") } /* -------------------------------------------- */ async rollDegatsArme(armeId) { let weapon = this.items.get(armeId) if (weapon) { let bDegats = 0 if ( weapon.system.typeArme == "melee" ) { bDegats = this.getBonusDegats() } let formula = weapon.system.degats + "+" + bDegats.value let degatsRoll = await new Roll(formula).roll() await TeDeumUtility.showDiceSoNice(degatsRoll, game.settings.get("core", "rollMode") ) let rollData = this.getCommonRollData() rollData.mode = "degats" rollData.formula = formula rollData.arme = foundry.utils.duplicate(weapon) rollData.degatsRoll = foundry.utils.duplicate(degatsRoll) rollData.degats = degatsRoll.total let msg = await TeDeumUtility.createChatWithRollMode(rollData.alias, { content: await renderTemplate(`systems/fvtt-te-deum/templates/chat/chat-degats-result.hbs`, rollData) }) await msg.setFlag("world", "te-deum-rolldata", rollData) console.log("Rolldata result", rollData) } } /* -------------------------------------------- */ rollArme(armeId, compName = undefined) { let weapon = this.items.get(armeId) if (weapon) { weapon = foundry.utils.duplicate(weapon) let rollData = this.getCommonRollData() rollData.mode = "arme" rollData.isTir = weapon.system.typeArme == "tir" rollData.arme = weapon rollData.img = weapon.img rollData.title = weapon.name rollData.porteeTir = "courte" rollData.porteeLabel = game.system.tedeum.config.ARME_PORTEES.courte.label rollData.isViser = false rollData.isMouvement = false // Display warning if not target defined if (!rollData.defenderTokenId) { ui.notifications.warn("Vous attaquez avec une arme : afin de bénéficier des automatisations, il est conseillé de selectionner une cible") } // 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 } 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) rollDialog.render(true) } }