870 lines
31 KiB
JavaScript
870 lines
31 KiB
JavaScript
/* -------------------------------------------- */
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import { WarheroUtility } from "./warhero-utility.js";
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import { WarheroRollDialog } from "./warhero-roll-dialog.js";
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/* -------------------------------------------- */
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const coverBonusTable = { "nocover": 0, "lightcover": 2, "heavycover": 4, "entrenchedcover": 6 };
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const statThreatLevel = ["agi", "str", "phy", "com", "def", "per"]
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const __subkey2title = {
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"melee-dmg": "Melee Damage", "melee-atk": "Melee Attack", "ranged-atk": "Ranged Attack",
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"ranged-dmg": "Ranged Damage", "dmg-res": "Damare Resistance"
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}
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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 WarheroActor 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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if (data.type == 'character') {
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const skills = await WarheroUtility.loadCompendium("fvtt-warhero.skills");
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data.items = skills.map(i => i.toObject())
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}
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if (data.type == 'npc') {
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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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prepareBaseData() {
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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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computeHitPoints() {
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if (this.type == "character") {
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}
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}
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/* -------------------------------------------- */
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prepareDerivedData() {
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if (this.type == 'character' || game.user.isGM) {
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this.computeHitPoints()
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}
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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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getEncumbranceCapacity() {
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return 1;
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}
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/* -------------------------------------------- */
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getMoneys() {
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let comp = this.items.filter(item => item.type == 'money');
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WarheroUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getFeats() {
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let comp = duplicate(this.items.filter(item => item.type == 'feat') || []);
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WarheroUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getFeatsWithDie() {
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let comp = duplicate(this.items.filter(item => item.type == 'feat' && item.system.isfeatdie) || []);
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WarheroUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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getFeatsWithSL() {
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let comp = duplicate(this.items.filter(item => item.type == 'feat' && item.system.issl) || []);
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WarheroUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getLore() {
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let comp = duplicate(this.items.filter(item => item.type == 'spell') || []);
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WarheroUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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getEquippedWeapons() {
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let comp = duplicate(this.items.filter(item => item.type == 'weapon' && item.system.equipped) || []);
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WarheroUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getEquippedArmors() {
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let comp = duplicate(this.items.filter(item => item.type == 'armor' && item.system.slotlocation == 'armor') || []);
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WarheroUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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getArmors() {
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let comp = duplicate(this.items.filter(item => item.type == 'armor') || []);
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WarheroUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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getPowers() {
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let comp = duplicate(this.items.filter(item => item.type == 'power') || []);
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WarheroUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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sortPowers() {
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let schools = {}
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for (let power of this.items) {
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if (power.type == "power") {
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power = duplicate(power)
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let school = schools[power.system.magicschool] || []
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school.push(power)
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WarheroUtility.sortArrayObjectsByNameAndLevel(school)
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schools[power.system.magicschool] = school
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}
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}
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return schools
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}
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getAllItems() {
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let comp = duplicate(this.items || []);
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WarheroUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getEquippedShields() {
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let comp = duplicate(this.items.filter(item => item.type == 'shield' && item.system.slotlocation == "shield") || []);
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WarheroUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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getShields() {
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let comp = duplicate(this.items.filter(item => item.type == 'shield') || []);
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WarheroUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getRace() {
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let race = this.items.filter(item => item.type == 'race')
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return race[0] ?? [];
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}
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/* -------------------------------------------- */
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getMainClass() {
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let classWH = this.items.find(item => item.type == 'class' && !item.system.issecondary)
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return classWH
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}
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getSecondaryClass() {
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let classWH = this.items.find(item => item.type == 'class' && item.system.issecondary)
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return classWH
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}
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getClasses() {
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let comp = duplicate(this.items.filter(item => item.type == "class") || []);
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WarheroUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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checkAndPrepareEquipment(item) {
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}
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/* -------------------------------------------- */
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checkAndPrepareEquipments(listItem) {
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for (let item of listItem) {
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this.checkAndPrepareEquipment(item)
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}
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return listItem
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}
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/* -------------------------------------------- */
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computeTotalMoney() {
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let nbMoney = 0
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this.items.forEach(it => { if (it.type == 'money') { nbMoney += it.system.quantity } })
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return nbMoney
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}
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/* -------------------------------------------- */
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buildPartySlots() {
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let containers = {}
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for (let slotName in game.system.warhero.config.partySlotNames) {
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let slotDef = game.system.warhero.config.partySlotNames[slotName]
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containers[slotName] = duplicate(slotDef)
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containers[slotName].content = this.items.filter(it => (it.type == 'money' || it.type == 'weapon' || it.type == 'armor' || it.type == 'shield' || it.type == 'equipment') )
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let slotUsed = 0
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for (let item of containers[slotName].content) {
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let q = (item.system.quantity) ? item.system.quantity : 1
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containers[slotName].nbslots += (item.system.providedslot ?? 0) * q
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if (item.type == "money") {
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slotUsed += Math.ceil(item.system.quantity / 1000)
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} else {
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slotUsed += item.system.slotused * q
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}
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}
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slotUsed = Math.ceil(slotUsed)
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containers[slotName].slotUsed = slotUsed
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}
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return containers
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}
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/* -------------------------------------------- */
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buildBodySlot() {
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let containers = {}
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for (let slotName in game.system.warhero.config.slotNames) {
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let slotDef = game.system.warhero.config.slotNames[slotName]
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if (!slotDef.container) {
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containers[slotName] = duplicate(slotDef)
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containers[slotName].content = this.items.filter(it => (it.type == 'money' || it.type == 'weapon' || it.type == 'armor' || it.type == 'shield' || it.type == 'equipment')
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&& it.system.slotlocation == slotName)
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let slotUsed = 0
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for (let item of containers[slotName].content) {
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let q = (item.system.quantity) ? item.system.quantity : 1
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containers[slotName].nbslots += (item.system.providedslot ?? 0) * q
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if (item.type == "money") {
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slotUsed += Math.ceil(item.system.quantity / 1000)
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} else {
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slotUsed += item.system.slotused * q
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}
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}
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slotUsed = Math.ceil(slotUsed)
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containers[slotName].slotUsed = slotUsed
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}
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}
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return containers
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}
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/* -------------------------------------------- */
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buildEquipmentsSlot() {
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let containers = {}
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for (let slotName in game.system.warhero.config.slotNames) {
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let slotDef = game.system.warhero.config.slotNames[slotName]
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if (slotDef.container) {
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containers[slotName] = duplicate(slotDef)
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containers[slotName].content = this.items.filter(it => (it.type == 'money' || it.type == 'weapon' || it.type == 'armor' || it.type == 'shield' || it.type == 'equipment')
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&& it.system.slotlocation == slotName)
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let slotUsed = 0
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for (let item of containers[slotName].content) {
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let q = (item.system.quantity) ? item.system.quantity : 1
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containers[slotName].nbslots += (item.system.providedslot ?? 0) * q
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if (item.type == "money") {
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slotUsed += Math.ceil(item.system.quantity / 1000)
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} else {
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slotUsed += item.system.slotused * q
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}
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}
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slotUsed = Math.ceil(slotUsed)
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containers[slotName].slotUsed = slotUsed
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}
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}
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return containers
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}
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/* -------------------------------------------- */
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getConditions() {
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let comp = duplicate(this.items.filter(item => item.type == 'condition') || []);
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WarheroUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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prepareWeapon(weapon) {
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let formula = weapon.system.damage
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if (weapon.system.weapontype == "long" || weapon.system.weapontype == "short") {
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formula += "+" + this.system.statistics.str.value
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}
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if (weapon.system.weapontype == "twohanded") {
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formula += "+" + Math.floor(this.system.statistics.str.value * 1.5)
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}
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if (weapon.system.weapontype == "polearm") {
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formula += "+" + Math.floor(this.system.statistics.str.value * 1)
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weapon.damageFormula2Hands = weapon.system.damage2hands + "+" + Math.floor(this.system.statistics.str.value * 1.5)
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}
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if (weapon.system.weapontype == "throwing" || weapon.system.weapontype == "shooting") {
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formula += "+"+this.system.secondary.rangeddamagebonus.value
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} else if ( weapon.system.weapontype != "special" ) {
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formula += "+"+this.system.secondary.meleedamagebonus.value
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if (weapon.damageFormula2Hands) {
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weapon.damageFormula2Hands += "+"+this.system.secondary.meleedamagebonus.value
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}
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}
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weapon.damageFormula = formula
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}
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/* -------------------------------------------- */
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getEquippedWeapons() {
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let comp = duplicate(this.items.filter(item => item.type == 'weapon' && (item.system.slotlocation == "weapon1" || item.system.slotlocation == "weapon2") ) || []);
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for (let weapon of comp) {
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this.prepareWeapon(weapon)
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}
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WarheroUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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getWeapons() {
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let comp = duplicate(this.items.filter(item => item.type == 'weapon') || []);
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for (let weapon of comp) {
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this.prepareWeapon(weapon)
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}
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WarheroUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getConditions() {
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let comp = duplicate(this.items.filter(item => item.type == 'condition') || []);
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WarheroUtility.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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getLanguages() {
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let comp = this.items.filter(it => it.type == "language")
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WarheroUtility.sortArrayObjectsByName(comp)
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return comp
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}
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/* -------------------------------------------- */
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getNormalSkills() {
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let comp = this.items.filter(it => it.type == "skill" && !it.system.classskill && !it.system.raceskill)
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WarheroUtility.sortArrayObjectsByName(comp)
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return comp
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}
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getRaceSkills() {
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let comp = this.items.filter(it => it.type == "skill" && it.system.raceskill)
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WarheroUtility.sortArrayObjectsByName(comp)
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return comp
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}
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getClassSkills() {
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let comp = this.items.filter(it => it.type == "skill" && it.system.classskill)
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WarheroUtility.sortArrayObjectsByName(comp)
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return comp
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}
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getSkills() {
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let comp = duplicate(this.items.filter(item => item.type == 'skill') || [])
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WarheroUtility.sortArrayObjectsByName(comp)
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return comp
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}
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/* -------------------------------------------- */
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getRelevantAbility(statKey) {
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let comp = duplicate(this.items.filter(item => item.type == 'skill' && item.system.ability == ability) || []);
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return comp;
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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 && item.system) {
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if (item.type == "armor") {
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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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compareName(a, b) {
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if (a.name < b.name) {
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return -1;
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}
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if (a.name > b.name) {
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return 1;
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}
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return 0;
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}
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/* ------------------------------------------- */
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getEquipments() {
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return this.items.filter(item => item.type == 'shield' || item.type == 'armor' || item.type == "weapon" || item.type == "equipment" || item.type == "potion" || item.type == "poison" || item.type == "trap" || item.type == "classitem");
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}
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getCompetencyItems() {
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return duplicate(this.items.filter(item => item.type == "competency") || [])
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}
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/* ------------------------------------------- */
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getEquipmentsOnly() {
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return duplicate(this.items.filter(item => item.type == "equipment") || [])
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}
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/* ------------------------------------------- */
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getSaveRoll() {
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return {
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reflex: {
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"label": "Reflex Save",
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"img": "systems/fvtt-warhero/images/icons/saves/reflex_save.webp",
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"value": this.system.abilities.agi.value + this.system.abilities.wit.value
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},
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fortitude: {
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"label": "Fortitude Save",
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"img": "systems/fvtt-warhero/images/icons/saves/fortitude_save.webp",
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"value": this.system.abilities.str.value + this.system.abilities.con.value
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},
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willpower: {
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"label": "Willpower Save",
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"img": "systems/fvtt-warhero/images/icons/saves/will_save.webp",
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"value": this.system.abilities.int.value + this.system.abilities.cha.value
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}
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}
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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 = WarheroUtility.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 rollArmor(rollData) {
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let armor = this.getEquippedArmor()
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if (armor) {
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}
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return { armor: "none" }
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
async incDecHP(formula) {
|
|
let dmgRoll = new Roll(formula + "[warhero-orange]").roll({ async: false })
|
|
await WarheroUtility.showDiceSoNice(dmgRoll, game.settings.get("core", "rollMode"))
|
|
let hp = duplicate(this.system.secondary.hp)
|
|
hp.value = Number(hp.value) + Number(dmgRoll.total)
|
|
this.update({ 'system.secondary.hp': hp })
|
|
return Number(dmgRoll.total)
|
|
}
|
|
/* -------------------------------------------- */
|
|
updateCompetency(competency, obj, labelTab) {
|
|
for (let key in obj) {
|
|
if (obj[key]) {
|
|
//console.log("Parsing", key) //game.system.warhero.config.weaponTypes[key].label)
|
|
competency[key] = { enabled: true, label: labelTab[key].label }
|
|
}
|
|
}
|
|
}
|
|
getCompetency() {
|
|
let myRace = this.getRace()
|
|
let myClass1 = this.getMainClass()
|
|
let myClass2 = this.getSecondaryClass()
|
|
let competency = { weapons: {}, armors: {}, shields: {} }
|
|
if (myRace.system) {
|
|
this.updateCompetency(competency.weapons, myRace.system.weapons, game.system.warhero.config.weaponTypes)
|
|
this.updateCompetency(competency.armors, myRace.system.armors, game.system.warhero.config.armorTypes)
|
|
this.updateCompetency(competency.shields, myRace.system.shields, game.system.warhero.config.shieldTypes)
|
|
}
|
|
if (myClass1 && myClass1.system) {
|
|
this.updateCompetency(competency.weapons, myClass1.system.weapons, game.system.warhero.config.weaponTypes)
|
|
this.updateCompetency(competency.armors, myClass1.system.armors, game.system.warhero.config.armorTypes)
|
|
this.updateCompetency(competency.shields, myClass1.system.shields, game.system.warhero.config.shieldTypes)
|
|
}
|
|
if (myClass2 && myClass2.system) {
|
|
this.updateCompetency(competency.weapons, myClass2.system.weapons, game.system.warhero.config.weaponTypes)
|
|
this.updateCompetency(competency.armors, myClass2.system.armors, game.system.warhero.config.armorTypes)
|
|
this.updateCompetency(competency.shields, myClass2.system.shields, game.system.warhero.config.shieldTypes)
|
|
}
|
|
return competency
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
getAbility(abilKey) {
|
|
return this.system.abilities[abilKey];
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
async addObjectToContainer(itemId, containerId) {
|
|
let container = this.items.find(item => item.id == containerId && item.system.iscontainer)
|
|
let object = this.items.find(item => item.id == itemId)
|
|
if (container) {
|
|
if (object.system.iscontainer) {
|
|
ui.notifications.warn("Only 1 level of container allowed")
|
|
return
|
|
}
|
|
let alreadyInside = this.items.filter(item => item.system.containerid && item.system.containerid == containerId);
|
|
if (alreadyInside.length >= container.system.containercapacity) {
|
|
ui.notifications.warn("Container is already full !")
|
|
return
|
|
} else {
|
|
await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': containerId }])
|
|
}
|
|
} else if (object && object.system.containerid) { // remove from container
|
|
console.log("Removeing: ", object)
|
|
await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': "" }]);
|
|
}
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
async preprocessItem(event, item, onDrop = false) {
|
|
let dropID = $(event.target).parents(".item").attr("data-item-id") // Only relevant if container drop
|
|
let objectID = item.id || item._id
|
|
this.addObjectToContainer(objectID, dropID)
|
|
return true
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
async equipGear(equipmentId) {
|
|
let item = this.items.find(item => item.id == equipmentId);
|
|
if (item && item.system) {
|
|
let update = { _id: item.id, "system.equipped": !item.system.equipped };
|
|
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
|
|
}
|
|
}
|
|
/* -------------------------------------------- */
|
|
async getInitiativeScore(combatId, combatantId) {
|
|
let roll = new Roll("1d20+" + this.system.attributes.ini.value).roll({ async: false })
|
|
await WarheroUtility.showDiceSoNice(roll, game.settings.get("core", "rollMode"))
|
|
return roll.total
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
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 });
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
syncRoll(rollData) {
|
|
this.lastRollId = rollData.rollId;
|
|
WarheroUtility.saveRollData(rollData);
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
getOneSkill(skillId) {
|
|
let skill = this.items.find(item => item.type == 'skill' && item.id == skillId)
|
|
if (skill) {
|
|
skill = duplicate(skill);
|
|
}
|
|
return skill;
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
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 incrementSkillExp(skillId, inc) {
|
|
let skill = this.items.get(skillId)
|
|
if (skill) {
|
|
await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'system.exp': skill.system.exp + inc }])
|
|
let chatData = {
|
|
user: game.user.id,
|
|
rollMode: game.settings.get("core", "rollMode"),
|
|
whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
|
|
content: `<div>${this.name} has gained 1 exp in the skill ${skill.name} (exp = ${skill.system.exp})</div`
|
|
}
|
|
ChatMessage.create(chatData)
|
|
if (skill.system.exp >= 25) {
|
|
await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'system.exp': 0, 'system.explevel': skill.system.explevel + 1 }])
|
|
let chatData = {
|
|
user: game.user.id,
|
|
rollMode: game.settings.get("core", "rollMode"),
|
|
whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
|
|
content: `<div>${this.name} has gained 1 exp SL in the skill ${skill.name} (new exp SL : ${skill.system.explevel}) !</div`
|
|
}
|
|
ChatMessage.create(chatData)
|
|
}
|
|
}
|
|
}
|
|
/* -------------------------------------------- */
|
|
async incDecSkillUse(skillId, value) {
|
|
let skill = this.items.get(skillId)
|
|
if (skill) {
|
|
let newUse = skill.system.currentuse + value
|
|
if (newUse > skill.system.maxuse) {
|
|
ui.notifications.warn(game.i18n.localize("WH.notif.skillmaxuse"))
|
|
return
|
|
}
|
|
newUse = Math.max(newUse, 0)
|
|
this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'system.currentuse': newUse }])
|
|
}
|
|
}
|
|
/* -------------------------------------------- */
|
|
async incDecQuantity(objetId, incDec = 0) {
|
|
let objetQ = this.items.get(objetId)
|
|
if (objetQ) {
|
|
let newQ = objetQ.system.quantity + incDec
|
|
if (newQ >= 0) {
|
|
const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.quantity': newQ }]) // pdates one EmbeddedEntity
|
|
}
|
|
}
|
|
}
|
|
/* -------------------------------------------- */
|
|
async incDecAmmo(objetId, incDec = 0) {
|
|
let objetQ = this.items.get(objetId)
|
|
if (objetQ) {
|
|
let newQ = objetQ.system.ammocurrent + incDec;
|
|
if (newQ >= 0 && newQ <= objetQ.system.ammomax) {
|
|
const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.ammocurrent': newQ }]); // pdates one EmbeddedEntity
|
|
}
|
|
}
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
isForcedAdvantage() {
|
|
return this.items.find(cond => cond.type == "condition" && cond.system.advantage)
|
|
}
|
|
isForcedDisadvantage() {
|
|
return this.items.find(cond => cond.type == "condition" && cond.system.disadvantage)
|
|
}
|
|
isForcedRollAdvantage() {
|
|
return this.items.find(cond => cond.type == "condition" && cond.system.rolladvantage)
|
|
}
|
|
isForcedRollDisadvantage() {
|
|
return this.items.find(cond => cond.type == "condition" && cond.system.rolldisadvantage)
|
|
}
|
|
isNoAdvantage() {
|
|
return this.items.find(cond => cond.type == "condition" && cond.system.noadvantage)
|
|
}
|
|
isNoAction() {
|
|
return this.items.find(cond => cond.type == "condition" && cond.system.noaction)
|
|
}
|
|
isAttackDisadvantage() {
|
|
return this.items.find(cond => cond.type == "condition" && cond.system.attackdisadvantage)
|
|
}
|
|
isDefenseDisadvantage() {
|
|
return this.items.find(cond => cond.type == "condition" && cond.system.defensedisadvantage)
|
|
}
|
|
isAttackerAdvantage() {
|
|
return this.items.find(cond => cond.type == "condition" && cond.system.targetadvantage)
|
|
}
|
|
/* -------------------------------------------- */
|
|
setLevel() {
|
|
let xp = this.system.secondary.xp.value
|
|
this.system.secondary.xp.level = 1 + Math.floor(xp / 10)
|
|
}
|
|
/* -------------------------------------------- */
|
|
computeDRTotal() {
|
|
let armors = this.items.filter(it => it.type == "armor" && it.system.slotlocation == 'armor')
|
|
let dr = 0
|
|
for (let armor of armors) {
|
|
dr += armor.system.damagereduction
|
|
}
|
|
this.system.secondary.drbonustotal.value = this.system.secondary.drbonus.value + dr
|
|
}
|
|
/* -------------------------------------------- */
|
|
computeParryBonusTotal() {
|
|
let shields = this.items.filter(it => it.type == "shield" && it.system.slotlocation == 'shield')
|
|
let parry = 0
|
|
for (let shield of shields) {
|
|
parry += shield.system.parrybonus
|
|
}
|
|
this.system.secondary.parrybonustotal.value = this.system.secondary.parrybonus.value + parry
|
|
}
|
|
/* -------------------------------------------- */
|
|
computeBonusLanguages() {
|
|
this.system.secondary.nblanguage.value = Math.floor(this.system.statistics.min.value / 2)
|
|
}
|
|
/* -------------------------------------------- */
|
|
spentMana(spentValue) {
|
|
let mana = duplicate(this.system.attributes.mana)
|
|
if (Number(spentValue) > mana.value) {
|
|
ui.notifications.warn("Not enough Mana points !")
|
|
return false
|
|
}
|
|
mana.value -= Number(spentValue)
|
|
this.update({ 'system.attributes.mana': mana })
|
|
return true
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
incrementUse(rollData) {
|
|
let stat = duplicate(this.system[rollData.mode][rollData.statKey])
|
|
stat.nbuse++
|
|
this.update({ [`system.${rollData.mode}.${rollData.statKey}`]: stat })
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
getCommonRollData() {
|
|
let rollData = WarheroUtility.getBasicRollData()
|
|
rollData.alias = this.name
|
|
rollData.actorImg = this.img
|
|
rollData.actorId = this.id
|
|
rollData.img = this.img
|
|
console.log("ROLLDATA", rollData)
|
|
|
|
return rollData
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
rollFromType(rollType, rollKey) {
|
|
let stat = duplicate(this.system[rollType][rollKey])
|
|
let rollData = this.getCommonRollData()
|
|
rollData.mode = rollType
|
|
rollData.statKey = rollKey
|
|
rollData.stat = stat
|
|
if (stat && stat.stat) {
|
|
rollData.statBonus = duplicate(this.system.statistics[stat.stat])
|
|
}
|
|
if (stat.hasuse && stat.nbuse >= stat.maxuse) {
|
|
ui.notifications.warn(game.i18n.localize("WH.notif.toomanyuses"))
|
|
return
|
|
}
|
|
if (rollKey == "parrybonustotal") {
|
|
WarheroUtility.rollParry(rollData)
|
|
return
|
|
}
|
|
this.startRoll(rollData)
|
|
}
|
|
/* -------------------------------------------- */
|
|
rollSaveFromType(rollType, rollKey) {
|
|
let stat = duplicate(this.system[rollType][rollKey])
|
|
let rollData = this.getCommonRollData()
|
|
rollData.mode = "save"
|
|
rollData.stat = stat
|
|
this.startRoll(rollData)
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
rollWeapon(weaponId) {
|
|
let weapon = this.items.get(weaponId)
|
|
if (weapon) {
|
|
weapon = duplicate(weapon)
|
|
let rollData = this.getCommonRollData()
|
|
rollData.mode = "weapon"
|
|
if (weapon.system.weapontype === "shooting" || weapon.system.weapontype === "throwing") {
|
|
rollData.stat = duplicate(this.system.attributes.txcr)
|
|
} else {
|
|
rollData.stat = duplicate(this.system.attributes.txcm)
|
|
}
|
|
rollData.usemWeaponMalus = false
|
|
rollData.mWeaponMalus = this.system.secondary.malusmultiweapon.value
|
|
rollData.weapon = weapon
|
|
rollData.img = weapon.img
|
|
this.startRoll(rollData)
|
|
}
|
|
}
|
|
/* -------------------------------------------- */
|
|
rollDamage(weaponId, is2hands = false) {
|
|
let weapon = this.items.get(weaponId)
|
|
if (weapon) {
|
|
weapon = duplicate(weapon)
|
|
this.prepareWeapon(weapon)
|
|
let rollData = this.getCommonRollData()
|
|
rollData.mode = "damage"
|
|
rollData.weapon = weapon
|
|
rollData.is2hands = is2hands
|
|
rollData.img = weapon.img
|
|
this.startRoll(rollData)
|
|
}
|
|
}
|
|
/* -------------------------------------------- */
|
|
rollPower(powerId) {
|
|
let power = this.items.get(powerId)
|
|
if (power) {
|
|
power = duplicate(power)
|
|
let rollData = this.getCommonRollData()
|
|
rollData.mode = "power"
|
|
rollData.power = power
|
|
rollData.powerLevel = Number(power.system.level)
|
|
rollData.img = power.img
|
|
rollData.hasBM = false
|
|
this.startRoll(rollData)
|
|
}
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
async startRoll(rollData) {
|
|
this.syncRoll(rollData)
|
|
let rollDialog = await WarheroRollDialog.create(this, rollData)
|
|
rollDialog.render(true)
|
|
}
|
|
|
|
}
|