fvtt-vadentis/modules/vadentis-actor.js

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/* -------------------------------------------- */
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import { VadentisUtility } from "./vadentis-utility.js";
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/* -------------------------------------------- */
const MIN_PV = -50;
const MIN_PE = -50;
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/* -------------------------------------------- */
/**
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
* @extends {Actor}
*/
export class VadentisActor 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;
}
return super.create(data, options);
}
/* -------------------------------------------- */
async prepareData() {
super.prepareData();
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}
/* -------------------------------------------- */
getCompetences() {
return this.data.items.filter( item => item.type == 'competence');
}
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/* -------------------------------------------- */
getDonnees() {
return this.data.items.filter( item => item.type == 'donnee');
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}
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/* -------------------------------------------- */
getEglises() {
return this.data.items.filter( item => item.type == 'eglise');
}
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/* -------------------------------------------- */
getSorts() {
return this.data.items.filter( item => item.type == 'sort');
}
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/* -------------------------------------------- */
getAttributs() {
return this.data.items.filter( item => item.type == 'attribut');
}
/* -------------------------------------------- */
getTechniques() {
return this.data.items.filter( item => item.type == 'technique');
}
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/* -------------------------------------------- */
getDevotions() {
return this.data.items.filter( item => item.type == 'devotion');
}
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/* -------------------------------------------- */
getEquipements() {
return this.data.items.filter( item => item.type == 'equipement' );
}
/* -------------------------------------------- */
getArmes() {
return this.data.items.filter( item => item.type == 'armecc' || item.type == 'tir' );
}
/* -------------------------------------------- */
getArmures() {
return this.data.items.filter( item => item.type == 'armurebouclier' );
}
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/* -------------------------------------------- */
async updateCompetence( name, field, value) {
let competence = this.data.items.find( item => item.type == 'competence' && item.name == name);
if (competence) {
let dataPath = 'data.'+field;
await this.updateOwnedItem( { _id: competence._id, [dataPath]:value });
}
}
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/* -------------------------------------------- */
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async equiperObject( equipementId ) {
let item = this.getOwnedItem(equipementId);
if (item && item.data.data) {
let update = { _id: item._id, "data.equipee": !item.data.data.equipee };
await this.updateEmbeddedEntity("OwnedItem", update);
}
}
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/* -------------------------------------------- */
async processSortDevotion( name, devotionSort ) {
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if ( this.data.data.stats.pointsenergie.value == 0) { // Vérification du ~ de points d'énergie
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ChatMessage.create({ content: `${this.name} n'a pas assez de Points d'Energie pour lancer ${name} ${devotionSort.name}` } );
return;
}
let scores = this.data.data.magie[(name =="devotion") ? 'devotion': 'matriseelementaire'];
let statValue = scores.base + scores.malus + scores.bonus;
let formulaFull = `1d20+${scores.base}+${scores.malus}+${scores.bonus}`;
let myRoll = new Roll("1d20+"+statValue);
myRoll.evaluate();
myRoll.toMessage( { flavor: `Lancer de ${name} : ${devotionSort.name} (${formulaFull})` } );
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if (myRoll.results[0] > 1 && myRoll.total >= devotionSort.data.difficulty) {
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let content = `${this.name} a réussi son ${name} et perd ${devotionSort.data.pe} Points d'Energie. L'effet suivant se produit: <br>${devotionSort.data.effect}`;
let newEnergie = this.data.data.stats.pointsenergie.value - devotionSort.data.pe;
await this.update( {'data.stats.pointsenergie.value': newEnergie });
if ( devotionSort.data.damage != "") {
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let degatsText = `<br>Et provoque les dégats suivants : `;
let formula = devotionSort.data.damage;
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if (myRoll.results[0] == 20 ) { // Critique ?
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degatsText += `<br>Et provoque les dégats critiques suivants : `;
formula = devotionSort.data.damagecritical;
}
content += degatsText;
/*let myRoll = new Roll(formula);
myRoll.evaluate();
if (game.modules.get("dice-so-nice") && game.modules.get("dice-so-nice").active) {
await game.dice3d.showForRoll(degatsRoll, game.user, true);
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}
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content += myRoll.total + `(${devotionSort.data.damagecritical})`; */
content += `${devotionSort.data.damagecritical}`;
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}
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if ( newEnergie < 0) {
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content += `<br><strong>Attention</strong> : Les Points d'Energie de ${this.name} sont négatifs ! Il convient d'éditer ses Points de Vie en conséquence.`;
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}
ChatMessage.create( { content: content} );
} else {
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if (myRoll.results[0] == 1 ) { // Critique ?
ChatMessage.create( { content: `${this.name} a fait un <strong>échec critique</strong> à son lancer de ${name}` } );
} else {
ChatMessage.create( { content: `${this.name} a échoué son lancer de ${name}` } );
}
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}
}
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/* -------------------------------------------- */
async rollDamage( weapon, damageType ) {
let formula = VadentisUtility.processDamageString( weapon.data.data[damageType], this );
let degatsRoll = await VadentisUtility.processRoll( formula );
ChatMessage.create( { content: `${this.name} frappe avec ${weapon.name} et produit ${degatsRoll.total} Points de Dégâts (${formula}).` } );
}
/* -------------------------------------------- */
async applyDamage( damageValue ) {
let pvData = this.data.data.stats.pointsvie;
let newValue = Math.max( pvData.value - damageValue, MIN_PV);
await this.update( {'data.stats.pointsvie.value': newValue });
ChatMessage.create( { content: `${this.name} vient de perdre ${damageValue} Points de Vie. Ses Points de Vie actuels sont désormais de ${newValue}.` } );
}
/* -------------------------------------------- */
_getCombatValue(mydata) {
if ( Number(mydata.base)) {
return mydata.base + mydata.malus + mydata.bonus;
}else {
return Number(mydata.base[0]) + Number(mydata.malus[0]) + Number(mydata.bonus[0]);
}
}
/* -------------------------------------------- */
getInitiativeScore( ) {
let initData = this.data.data.combat.initiative;
return this._getCombatValue( initData);
}
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/* -------------------------------------------- */
getDefenseScore( ) {
let defenseData = this.data.data.combat.defense;
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return this._getCombatValue( defenseData);
}
/* -------------------------------------------- */
getForceScore( ) {
let forceData = this.data.data.combat.force;
return this._getCombatValue( forceData);
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}
/* -------------------------------------------- */
getAttaqueScore( ) {
let attaqueData = this.data.data.combat.attaque;
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return this._getCombatValue( attaqueData);
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}
/* -------------------------------------------- */
async rollSort( sortId ) {
let sort = this.data.items.find( item => item.type == 'sort' && item._id == sortId );
if ( sort ) {
this.processSortDevotion( "sort", sort);
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}
}
/* -------------------------------------------- */
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async rollDevotion( devotionId ) {
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let devotion = this.data.items.find( item => item.type == 'devotion' && item._id == devotionId );
if ( devotion ) {
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this.processSortDevotion( "devotion", devotion);
}
}
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/* -------------------------------------------- */
async rollTechnique( techniqueId ) {
let technique = this.data.items.find( item => item.type == 'technique' && item._id == techniqueId );
if (technique) {
if ( this.data.data.stats.pointsadrenaline.value < technique.data.pacost) { // Vérification du ~ de points d'adrénaline
ChatMessage.create({ content: `${this.name} n'a pas assez de Points d'Adrénaline pour éxecuter sa technique ${technique.name}` } );
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return;
}
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let newAdrenaline = this.data.data.stats.pointsadrenaline.value - technique.data.pacost;
await this.update( {'data.stats.pointsadrenaline.value': newAdrenaline });
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ChatMessage.create( { content: `${this.name} execute sa technique ${technique.name}, pour un côut de ${technique.data.pacost} Points d'Adrénaline<br>
Les effets sont : ${technique.data.effect}`} );
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}
}
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/* -------------------------------------------- */
rollCompetence( competenceId ) {
let competence = this.data.items.find( item => item.type == 'competence' && item._id == competenceId);
if ( competence) {
let statValue = competence.data.base + competence.data.malus + competence.data.bonus;
let formulaFull = `1d20+${competence.data.base}+${competence.data.malus}+${competence.data.bonus}`;
let myRoll = new Roll("1d20+"+statValue);
myRoll.evaluate();
myRoll.toMessage( { flavor: `Jet de compétence : ${competence.name} (${formulaFull})` } );
}
}
/* -------------------------------------------- */
rollCombat( combatName ) {
let stat = this.data.data.combat[combatName];
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let statValue = this._getCombatValue( stat );
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let formulaFull = `1d20+${stat.base}+${stat.malus}+${stat.bonus}`;
let myRoll = new Roll("1d20+"+statValue);
myRoll.evaluate();
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myRoll.toMessage( { title: "Test !",flavor: `Jet de ${stat.label} (${formulaFull})` } );
}
/* -------------------------------------------- */
rollArme(armeId) {
let target = VadentisUtility.getTarget();
if ( target ) {
let arme = this.data.items.find( item => (item.type == 'armecc' || item.type == 'tir') && item._id == armeId);
if (arme) {
let combatData = {
attackerActorId: this._id,
targetActorId: target.actor._id,
arme: duplicate(arme)
}
if (game.user.isGM) {
VadentisUtility.performAttack( combatData);
} else {
game.socket.emit("system.foundryvtt-vadentis", { name: "msg_attack", data: { combatData } } );
}
}
} else {
ui.notifications.warn("Vous devez désigner une cible pour attaquer avec une arme.")
}
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}
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}