/* -------------------------------------------- */ import { WastelandUtility } from "./wasteland-utility.js"; import { WastelandRollDialog } from "./wasteland-roll-dialog.js"; /* -------------------------------------------- */ const __degatsBonus = [-2, -2, -1, -1, 0, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 8, 8, 9, 9, 10, 10] const __vitesseBonus = [-2, -2, -1, -1, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8] /* -------------------------------------------- */ /** * Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system. * @extends {Actor} */ export class WastelandActor 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; } const skills = await WastelandUtility.loadCompendium("fvtt-wasteland.skills") if (data.type == 'personnage') { data.items = skills.map(i => i.toObject()) } if (data.type == 'creature') { data.items = skills.filter(i=>i.name.toLowerCase().includes("mêlée")).map(i => i.toObject()) } return super.create(data, options); } /* -------------------------------------------- */ prepareArme(arme) { arme = duplicate(arme) let combat = this.getCombatValues() if (arme.system.typearme == "contact" || arme.system.typearme == "contactjet") { arme.system.competence = duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "mêlée")) arme.system.attrKey = "pui" arme.system.totalDegats = arme.system.degats + "+" + combat.bonusDegatsTotal arme.system.totalOffensif = this.system.attributs.pui.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff if (arme.system.isdefense) { arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.bonusmaniementdef } } if (arme.system.typearme == "jet" || arme.system.typearme == "tir") { arme.system.competence = duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "armes à distance")) arme.system.attrKey = "adr" arme.system.totalOffensif = this.system.attributs.adr.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff arme.system.totalDegats = arme.system.degats if (arme.system.isdefense) { arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.bonusmaniementdef } } return arme } /* -------------------------------------------- */ prepareBouclier(bouclier) { bouclier = duplicate(bouclier) let combat = this.getCombatValues() bouclier.system.competence = duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "mêlée")) bouclier.system.attrKey = "pui" bouclier.system.totalDegats = bouclier.system.degats + "+" + combat.bonusDegatsTotal bouclier.system.totalOffensif = this.system.attributs.pui.value + bouclier.system.competence.system.niveau bouclier.system.isdefense = true bouclier.system.bonusmaniementoff = 0 bouclier.system.totalDefensif = combat.defenseTotal + bouclier.system.competence.system.niveau + bouclier.system.bonusdefense return bouclier } /* -------------------------------------------- */ getWeapons() { let armes = [] for (let arme of this.items) { if (arme.type == "arme") { armes.push(this.prepareArme(arme)) } if (arme.type == "bouclier") { armes.push(this.prepareBouclier(arme)) } } WastelandUtility.sortArrayObjectsByName(armes) return armes } /* -------------------------------------------- */ getItemSorted( types) { let items = this.items.filter(item => types.includes(item.type )) || [] WastelandUtility.sortArrayObjectsByName(items) return items } getCharmes() { let items = this.items.filter(item => item.type=="charme" && item.system?.charmetype == "charme") || [] WastelandUtility.sortArrayObjectsByName(items) return items } getTours() { let items = this.items.filter(item => item.type=="charme" && item.system?.charmetype == "tour") || [] WastelandUtility.sortArrayObjectsByName(items) return items } getArtifex() { return this.getItemSorted(["artifex"]) } getCapacites() { return this.getItemSorted(["capacite"]) } getPouvoirs() { return this.getItemSorted(["pouvoir"]) } getDons() { return this.getItemSorted(["don"]) } getHubris() { return this.getItemSorted(["hubris"]) } getEquipments() { return this.getItemSorted(["equipement"]) } getMonnaies() { return this.getItemSorted(["monnaie"]) } getMutations() { return this.getItemSorted(["mutation"]) } getArmors() { return this.getItemSorted(["protection"]) } getPeuple() { return this.items.find(item => item.type == "peuple") } getOrigine() { return this.items.find(item => item.type == "origine") } getMetier() { return this.items.find(item => item.type == "metier") } getHeritage() { return this.items.find(item => item.type == "heritage") } /* -------------------------------------------- */ getSkills() { let comp = [] for (let item of this.items) { item = duplicate(item) if (item.type == "competence") { item.system.attribut1total = item.system.niveau + (this.system.attributs[item.system.attribut1]?.value || 0) item.system.attribut2total = item.system.niveau + (this.system.attributs[item.system.attribut2]?.value || 0) item.system.attribut3total = item.system.niveau + (this.system.attributs[item.system.attribut3]?.value || 0) if (item.system.niveau == 0) { item.system.attribut1total -= 3 item.system.attribut2total -= 3 item.system.attribut3total -= 3 } item.system.attribut1label = this.system.attributs[item.system.attribut1]?.label || "" item.system.attribut2label = this.system.attributs[item.system.attribut2]?.label || "" item.system.attribut3label = this.system.attributs[item.system.attribut3]?.label || "" comp.push(item) } } WastelandUtility.sortArrayObjectsByName(comp) return comp } /* -------------------------------------------- */ getDefenseBase() { return this.system.attributs.tre.value + 5 } /* -------------------------------------------- */ getVitesseBase() { return 5 + __vitesseBonus[this.system.attributs.adr.value] } /* -------------------------------------------- */ getCombatValues() { let combat = { initBase: this.system.attributs.adr.value, initTotal: this.system.attributs.adr.value + this.system.combat.initbonus, bonusDegats: this.getBonusDegats(), bonusDegatsTotal: this.getBonusDegats() + this.system.combat.bonusdegats, vitesseBase: this.getVitesseBase(), vitesseTotal: this.getVitesseBase() + this.system.combat.vitessebonus, defenseBase: this.getDefenseBase(), defenseTotal: this.getDefenseBase() + this.system.combat.defensebonus } return combat } /* -------------------------------------------- */ prepareBaseData() { } /* -------------------------------------------- */ async prepareData() { super.prepareData(); } /* -------------------------------------------- */ prepareDerivedData() { if (this.type == 'personnage') { let newSante = this.system.sante.bonus + (this.system.attributs.pui.value + this.system.attributs.tre.value) * 2 + 5 if (this.system.sante.base != newSante) { this.update({ 'system.sante.base': newSante }) } let newPsyche = ((this.system.attributs.cla.value + this.system.attributs.tre.value) * 2) + 5 if (this.system.psyche.fullmax != newPsyche) { this.update({ 'system.psyche.fullmax': newPsyche }) } } super.prepareDerivedData() } /* -------------------------------------------- */ _preUpdate(changed, options, user) { super._preUpdate(changed, options, user); } /* -------------------------------------------- */ incDecSante(value) { let sante = duplicate(this.system.sante) sante.letaux += value this.update({ 'system.sante': sante }) } /* -------------------------------------------- */ 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) { let update = { _id: item.id, "system.equipped": !item.system.equipped } await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity } } /* -------------------------------------------- */ editItemField(itemId, itemType, itemField, dataType, value) { let item = this.items.find(item => item.id == itemId) if (item) { console.log("Item ", item, itemField, dataType, value) if (dataType.toLowerCase() == "number") { value = Number(value) } else { value = String(value) } let update = { _id: item.id, [`system.${itemField}`]: value }; this.updateEmbeddedDocuments("Item", [update]) } } /* -------------------------------------------- */ getBonneAventure() { return this.system.bonneaventure.actuelle } /* -------------------------------------------- */ changeBonneAventure(value) { let newBA = this.system.bonneaventure.actuelle newBA += value this.update({ 'system.bonneaventure.actuelle': newBA }) } /* -------------------------------------------- */ getEclat() { return this.system.eclat.value } /* -------------------------------------------- */ changeEclat(value) { let newE = this.system.eclat.value newE += value this.update({ 'system.eclat.value': newE }) } /* -------------------------------------------- */ subPointsPsyche(value) { let psyche = duplicate(this.system.psyche) psyche.currentmax -= value this.update( {'system.psyche': psyche}) } /* -------------------------------------------- */ compareName(a, b) { if (a.name < b.name) { return -1; } if (a.name > b.name) { return 1; } return 0; } /* -------------------------------------------- */ getAttribute(attrKey) { return this.system.attributes[attrKey] } /* -------------------------------------------- */ getBonusDegats() { return __degatsBonus[this.system.attributs.pui.value] } /* -------------------------------------------- */ 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 } } /* -------------------------------------------- */ 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 }); } /* -------------------------------------------- */ async incDecQuantity(objetId, incDec = 0) { let objetQ = this.items.get(objetId) if (objetQ) { let newQ = objetQ.system.quantite + incDec; await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.quantite': newQ }]); // pdates one EmbeddedEntity } } /* -------------------------------------------- */ getCompetence(compId) { return this.items.get(compId) } /* -------------------------------------------- */ async setPredilectionUsed(compId, predIdx) { let comp = this.items.get(compId) let pred = duplicate(comp.system.predilections) pred[predIdx].used = true await this.updateEmbeddedDocuments('Item', [{ _id: compId, 'system.predilections': pred }]) } /* -------------------------------------------- */ getInitiativeScore( ) { return Number(this.system.attributs.adr.value) + Number(this.system.combat.initbonus) } /* -------------------------------------------- */ getBestDefenseValue() { let defenseList = this.items.filter(item => (item.type =="arme" || item.type == "bouclier") && item.system.equipped) let maxDef = 0 let bestArme for(let arme of defenseList) { if (arme.type == "arme" && arme.system.isdefense) { arme = this.prepareArme(arme) } if (arme.type == "bouclier" ) { arme = this.prepareBouclier(arme) } if ( arme.system.totalDefensif > maxDef) { maxDef = arme.system.totalDefensif bestArme = duplicate(arme) } } return bestArme } /* -------------------------------------------- */ getCommonRollData(attrKey = undefined, compId = undefined, compName = undefined) { let rollData = WastelandUtility.getBasicRollData() rollData.alias = this.name rollData.actorImg = this.img rollData.actorId = this.id rollData.tokenId = this.token?.id rollData.img = this.img rollData.canEclatDoubleD20 = true // Always true in Wastelan rollData.doubleD20 = false rollData.attributs = WastelandUtility.getAttributs() rollData.config = duplicate(game.system.wasteland.config) if (attrKey) { rollData.attrKey = attrKey if (attrKey != "tochoose") { rollData.actionImg = "systems/fvtt-wasteland/assets/icons/" + this.system.attributs[attrKey].labelnorm + ".webp" rollData.attr = duplicate(this.system.attributs[attrKey]) } } if (compId) { rollData.competence = duplicate(this.items.get(compId) || {}) rollData.actionImg = rollData.competence?.img } if (compName) { rollData.competence = duplicate(this.items.find( item => item.name.toLowerCase() == compName.toLowerCase()) || {}) rollData.actionImg = rollData.competence?.img } return rollData } /* -------------------------------------------- */ async launchRoll(rollData) { console.log("RollData", rollData) let rollDialog = await WastelandRollDialog.create(this, rollData) rollDialog.render(true) } /* -------------------------------------------- */ rollAttribut(attrKey) { let rollData = this.getCommonRollData(attrKey) this.launchRoll(rollData) } /* -------------------------------------------- */ rollCompetence(attrKey, compId) { let rollData = this.getCommonRollData(attrKey, compId) console.log("RollDatra", rollData) this.launchRoll(rollData) } /* -------------------------------------------- */ async rollCharme(charmeId) { let rollData = this.getCommonRollData("cla") rollData.charme = duplicate(this.items.get(charmeId) || {}) rollData.charmeDice = "1d4" this.launchRoll(rollData) } /* -------------------------------------------- */ async rollPouvoir(pouvoirId) { let pouvoir = duplicate(this.items.get(pouvoirId) || {}) if (pouvoir?.system) { let rollData = this.getCommonRollData(pouvoir.system.attribut, undefined, pouvoir.system.competence) if (!rollData.competence) { ui.notifications.error("Le pouvoir " + pouvoir.name + " n'a pas de compétence associée. Editez le pouvoir avec la compétence associée.") return } rollData.pouvoir = pouvoir rollData.difficulte = pouvoir.system.seuil this.launchRoll(rollData) } } /* -------------------------------------------- */ async rollArmeOffensif(armeId) { let arme = this.items.get(armeId) if (arme.type == "arme") { arme = this.prepareArme(arme) } if (arme.type == "bouclier") { arme = this.prepareBouclier(arme) } let rollData = this.getCommonRollData(arme.system.attrKey, arme.system.competence._id) rollData.arme = arme this.launchRoll(rollData) } /* -------------------------------------------- */ async rollArmeDegats(armeId) { let arme = this.items.get(armeId) if (arme.type == "arme") { arme = this.prepareArme(arme) } if (arme.type == "bouclier") { arme = this.prepareBouclier(arme) } let roll = new Roll(arme.system.totalDegats).roll({ async: false }) await WastelandUtility.showDiceSoNice(roll, game.settings.get("core", "rollMode")); let rollData = { arme: arme, finalResult: roll.total, alias: this.name, actorImg: this.img, actorId: this.id, actionImg: arme.img, } WastelandUtility.createChatWithRollMode(rollData.alias, { content: await renderTemplate(`systems/fvtt-wasteland/templates/chat-degats-result.html`, rollData) }) } }