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