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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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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* 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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* 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 == '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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return super.create(data, options);
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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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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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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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getDefenseBase() {
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return this.system.attributs.tre.value + 5
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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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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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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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prepareDerivedData() {
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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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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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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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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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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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getBonneAventure() {
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return this.system.bonneaventure.actuelle
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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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getEclat() {
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return this.system.eclat.value
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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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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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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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getAttribute(attrKey) {
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return this.system.attributes[attrKey]
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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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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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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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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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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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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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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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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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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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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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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)
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}
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let rollData = this.getCommonRollData(arme.system.attrKey, arme.system.competence._id)
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rollData.arme = arme
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this.launchRoll(rollData)
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|
}
|
|
|
|
/* -------------------------------------------- */
|
|
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)
|
|
})
|
|
|
|
}
|
|
}
|