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

327 lines
11 KiB
JavaScript

/* -------------------------------------------- */
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;
}
/* -------------------------------------------- */
updateCarac(c, 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)
}
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
}
/* -------------------------------------------- */
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
}
})
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 = 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)
}
/* -------------------------------------------- */
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)
}
}