fvtt-te-deum/modules/actors/tedeum-actor.js
2025-03-01 19:42:15 +01:00

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/* -------------------------------------------- */
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' || data.type == 'pnj') {
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 léchelle 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)
}
}