296 lines
9.5 KiB
JavaScript
296 lines
9.5 KiB
JavaScript
/* -------------------------------------------- */
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import { TeDeumUtility } from "../common/tedeum-utility.js";
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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/**
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* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
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* @extends {Actor}
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*/
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export class TeDeumActor extends Actor {
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/* -------------------------------------------- */
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/**
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* Override the create() function to provide additional SoS functionality.
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*
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* This overrided create() function adds initial items
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* Namely: Basic skills, money,
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*
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* @param {Object} data Barebones actor data which this function adds onto.
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* @param {Object} options (Unused) Additional options which customize the creation workflow.
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*
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*/
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static async create(data, options) {
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// Case of compendium global import
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if (data instanceof Array) {
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return super.create(data, options);
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}
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// If the created actor has items (only applicable to duplicated actors) bypass the new actor creation logic
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if (data.items) {
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let actor = super.create(data, options);
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return actor;
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}
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return super.create(data, options);
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}
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/* -------------------------------------------- */
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async prepareData() {
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super.prepareData()
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}
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/* -------------------------------------------- */
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prepareDerivedData() {
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super.prepareDerivedData();
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}
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/* -------------------------------------------- */
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_preUpdate(changed, options, user) {
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super._preUpdate(changed, options, user);
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}
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/* -------------------------------------------- */
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async _preCreate(data, options, user) {
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await super._preCreate(data, options, user);
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// Configure prototype token settings
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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
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});
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this.updateSource({ prototypeToken });
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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getCompetences() {
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let comp = duplicate(this.items.filter(item => item.type == 'competence') || [])
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return comp;
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}
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/* -------------------------------------------- */
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getArmes() {
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let comp = 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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}
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getEquipements() {
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let comp = 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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}
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getArmures() {
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let comp = duplicate(this.items.filter(item => item.type == 'armure') || [])
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TeDeumUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getItemById(id) {
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let item = this.items.find(item => item.id == id);
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if (item) {
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item = duplicate(item)
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}
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return item;
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}
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/* -------------------------------------------- */
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async equipItem(itemId) {
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let item = this.items.find(item => item.id == itemId)
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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)
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if (armor) {
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ui.notifications.warn("You already have an armor equipped!")
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return
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}
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}
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if (item.type == "shield") {
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let shield = this.items.find(item => item.id != itemId && item.type == "shield" && item.system.equipped)
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if (shield) {
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ui.notifications.warn("You already have a shield equipped!")
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return
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}
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}
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let update = { _id: item.id, "system.equipped": !item.system.equipped };
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await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
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}
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}
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/* ------------------------------------------- */
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getEquipments() {
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return this.items.filter(item => item.type == 'equipment')
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}
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/* ------------------------------------------- */
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async buildContainerTree() {
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let equipments = duplicate(this.items.filter(item => item.type == "equipment") || [])
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for (let equip1 of equipments) {
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if (equip1.system.iscontainer) {
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equip1.system.contents = []
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equip1.system.contentsEnc = 0
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for (let equip2 of equipments) {
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if (equip1._id != equip2.id && equip2.system.containerid == equip1.id) {
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equip1.system.contents.push(equip2)
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let q = equip2.system.quantity ?? 1
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equip1.system.contentsEnc += q * equip2.system.weight
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}
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}
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}
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}
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// Compute whole enc
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let enc = 0
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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) {
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if (item.system.iscontainer) {
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enc += item.system.contentsEnc
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} else if (item.system.containerid == "") {
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let q = item.system.quantity ?? 1
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enc += q * item.system.weight
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}
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}
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}
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for (let item of this.items) { // Process items/shields/armors
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if ((item.type == "weapon" || item.type == "shield" || item.type == "armor") && item.system.equipped) {
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let q = item.system.quantity ?? 1
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enc += q * item.system.weight
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}
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}
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// Store local values
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this.encCurrent = enc
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this.containersTree = equipments.filter(item => item.system.containerid == "") // Returns the root of equipements without container
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}
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/* -------------------------------------------- */
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async equipGear(equipmentId) {
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let item = this.items.find(item => item.id == equipmentId);
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if (item?.system) {
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let update = { _id: item.id, "system.equipped": !item.system.equipped };
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await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
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}
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}
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/* -------------------------------------------- */
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clearInitiative() {
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this.getFlag("world", "initiative", -1)
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}
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/* -------------------------------------------- */
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getInitiativeScore(combatId, combatantId) {
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let init = Math.floor((this.system.attributs.physique.value + this.system.attributs.habilite.value) / 2)
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let subValue = new Roll("1d20").roll({ async: false })
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return init + (subValue.total / 100)
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}
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/* -------------------------------------------- */
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getSubActors() {
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let subActors = [];
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for (let id of this.system.subactors) {
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subActors.push(duplicate(game.actors.get(id)))
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}
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return subActors;
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}
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/* -------------------------------------------- */
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async addSubActor(subActorId) {
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let subActors = duplicate(this.system.subactors);
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subActors.push(subActorId);
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await this.update({ 'system.subactors': subActors });
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}
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/* -------------------------------------------- */
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async delSubActor(subActorId) {
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let newArray = [];
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for (let id of this.system.subactors) {
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if (id != subActorId) {
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newArray.push(id);
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}
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}
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await this.update({ 'system.subactors': newArray });
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}
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/* -------------------------------------------- */
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async deleteAllItemsByType(itemType) {
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let items = this.items.filter(item => item.type == itemType);
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await this.deleteEmbeddedDocuments('Item', items);
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}
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/* -------------------------------------------- */
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async addItemWithoutDuplicate(newItem) {
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let item = this.items.find(item => item.type == newItem.type && item.name.toLowerCase() == newItem.name.toLowerCase())
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if (!item) {
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await this.createEmbeddedDocuments('Item', [newItem]);
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}
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}
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/* -------------------------------------------- */
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async incDecQuantity(objetId, incDec = 0) {
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let objetQ = this.items.get(objetId)
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if (objetQ) {
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let newQ = objetQ.system.quantity + incDec
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if (newQ >= 0) {
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await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.quantity': newQ }]) // pdates one EmbeddedEntity
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}
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}
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}
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/* -------------------------------------------- */
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getCommonRollData() {
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//this.system.internals.confrontbonus = 5 // TO BE REMOVED!!!!
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let rollData = TeDeumUtility.getBasicRollData()
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rollData.alias = this.name
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rollData.actorImg = this.img
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rollData.actorId = this.id
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rollData.img = this.img
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rollData.isReroll = false
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return rollData
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}
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/* -------------------------------------------- */
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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
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rollData.img = competence.img
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return rollData
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}
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/* -------------------------------------------- */
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rollCompetence(skillId) {
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let rollData = this.getCommonCompetence(skillId)
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rollData.mode = "competence"
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rollData.title = rollData.competence.name
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this.startRoll(rollData).catch("Error on startRoll")
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}
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/* -------------------------------------------- */
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rollArme(armeId) {
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let weapon = this.items.get(armeId)
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if (weapon) {
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weapon = duplicate(weapon)
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let rollData = this.getCommonRollData()
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rollData.mode = "arme"
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rollData.arme = weapon
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rollData.img = weapon.img
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rollData.title = weapon.name
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this.startRoll(rollData).catch("Error on startRoll")
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} else {
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ui.notifications.warn("Impossible de trouver l'arme concernée ")
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}
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}
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/* -------------------------------------------- */
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async startRoll(rollData) {
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let rollDialog = await EcrymeRollDialog.create(this, rollData)
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rollDialog.render(true)
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}
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}
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