forked from public/fvtt-yggdrasill
Initial import
This commit is contained in:
758
modules/yggdrasill-actor.js
Normal file
758
modules/yggdrasill-actor.js
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/* -------------------------------------------- */
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import { YggdrasillUtility } from "./yggdrasill-utility.js";
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import { YggdrasillRoll } from "./yggdrasill-roll-dialog.js";
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/* -------------------------------------------- */
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const statusEffects = [
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{ yggdrasill: true, id: 'epuise', label: 'Epuisé', icon: 'icons/svg/stoned.svg' },
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{ yggdrasill: true, id: 'blesse', label: 'Blessé', icon: 'icons/svg/blood.svg' },
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{ yggdrasill: true, id: 'meurtri', label: 'Meurtri', icon: 'icons/svg/falling.svg' }
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]
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const armeCategorieToCompetence = { "lutte": "Lutte", "improvisee": "Armes Improvisées", "courte":"Armes courtes", "longue": "Armes longues", "deuxmains": "Armes à deux mains",
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"hast": "Armes d'Hast", "tir": "Armes de tir", "jet": "Lancer" }
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const attackMode = {
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"classique": {
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"categName": "corps",
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"caracName": "agilite",
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"malus": 0,
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"protection": 0,
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"bonusdegats": 0,
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"label": "Attaque Classique",
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"description": "Attaque classique"
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},
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"force": {
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"categName": "corps",
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"caracName": "puissance",
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"malus": 0,
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"protection": 0,
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"bonusdegats": "puissance;1",
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"label": "Attaque en Force",
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"description": "Attaque en Force : Malus: 0, +PUI en dégats"
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},
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"devastatrice": {
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"categName": "corps",
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"caracName": "puissance",
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"malus": "puissance;1",
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"bonusdegats": "puissance;3",
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"protection": 0,
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"label": "Attaque Dévastatrice",
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"description": "Attaque Dévastratrice : Malus -PUI, +PUI*3 en dégats"
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},
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"precise": {
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"categName": "esprit",
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"caracName": "perception",
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"malus": "0",
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"bonusdegats": 0,
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"protection": "perception;1",
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"label": "Attaque Précise",
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"description": "Attaque précise : Malus : 0, protection réduite de -PER"
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},
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"visee": {
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"categName": "esprit",
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"caracName": "perception",
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"malus": "perception;1",
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"bonusdegats": 0,
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"protection": "perception;3",
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"label": "Attaque Visée",
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"description": "Attaque visée : Malus : -PER, protection réduite de -PER"
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}
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}
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const tirMode = {
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"pose": {
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"categName": "corps",
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"caracName": "agilite",
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"malus": 0,
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"protection": 0,
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"bonusdegats": 0,
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"label": "Tir posé",
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"description": "Tir posé"
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},
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"arrettir": {
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"categName": "ame",
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"caracName": "instinct",
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"malus": 0,
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"protection": 0,
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"bonusdegats": "instinct;1",
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"label": "Tir d'Arrêt (Tir)",
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"description": "Tir d'Arrêt (Tir) : Malus: 0, +INS en dégats"
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},
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"arretjet": {
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"categName": "corps",
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"caracName": "puissance",
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"malus": 0,
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"protection": 0,
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"bonusdegats": "puissance;1",
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"label": "Tir d'Arrêt (Jet)",
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"description": "Tir d'Arrêt (Jet) : Malus: 0, +PUI en dégats"
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},
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"impacttir": {
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"categName": "ame",
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"caracName": "instinct",
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"malus": "instinct;1",
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"protection": 0,
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"bonusdegats": "instinct;3",
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"label": "Tir d'Impact (Tir)",
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"description": "Tir d'Impact (Tir) : Malus: -INS, +INS*3 en dégats"
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},
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"impactjet": {
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"categName": "corps",
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"caracName": "puissance",
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"malus": "puissance;1",
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"protection": 0,
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"bonusdegats": "puissance;3",
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"label": "Attaque d'Impact (Jet)",
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"description": "Attaque d'Impact (Jet) : Malus: -PUI, +PUI*3 en dégats"
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},
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"precision": {
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"categName": "esprit",
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"caracName": "perception",
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"malus": "0",
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"bonusdegats": 0,
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"protection": "perception;1",
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"label": "Tir de Précision",
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"description": "Tir de Précision : Malus : 0, protection réduite de -PER"
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},
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"vise": {
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"categName": "esprit",
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"caracName": "perception",
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"malus": "perception;1",
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"bonusdegats": 0,
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"protection": "perception;3",
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"label": "Tir Visée",
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"description": "Tir visée : Malus : -PER, protection réduite de -PER"
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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/**
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* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
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* @extends {Actor}
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*/
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export class YggdrasillActor 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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const competencesGen = await YggdrasillUtility.loadCompendium("fvtt-yggdrasill.competences-generales");
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const competencesMar = await YggdrasillUtility.loadCompendium("fvtt-yggdrasill.competences-martiales");
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const competencesMag = await YggdrasillUtility.loadCompendium("fvtt-yggdrasill.competences-magiques");
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const competences = competencesGen.concat(competencesMar).concat(competencesMag);
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data.items = competences.map(i => i.toObject());
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return super.create(data, options);
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}
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/* -------------------------------------------- */
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prepareBaseData() {
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if ( this.type == "personnage") {
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this.computeCaracSecondaire();
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}
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}
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/* -------------------------------------------- */
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async prepareData() {
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if ( this.type == "personnage") {
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this.computeCaracSecondaire();
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if (this.data.data.furor.value == 0)
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await this.setEpuise();
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else
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await this.cleanEpuise();
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if ( this.data.data.caracsecondaire.pv.value < (this.data.data.caracsecondaire.pv.max/4) )
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await this.setMeurtri();
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else
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await this.cleanMeurtri();
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if ( this.data.data.caracsecondaire.pv.value < (this.data.data.caracsecondaire.pv.max/2) )
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await this.setBlesse();
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else
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await this.cleanBlesse();
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}
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super.prepareData();
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}
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/* -------------------------------------------- */
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_preUpdate(changed, options, user) {
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if ( changed.data?.caracsecondaire?.pv?.value ) {
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if ( changed.data.caracsecondaire.pv.value < 0 )
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changed.data.caracsecondaire.pv.value = 0;
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if ( changed.data.caracsecondaire.pv.value > this.data.data.caracsecondaire.pv.max )
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changed.data.caracsecondaire.pv.value = this.data.data.caracsecondaire.pv.max;
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}
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if ( changed.data?.furor?.value ) {
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if ( changed.data.furor.value < 0 )
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changed.data.furor.value = 0;
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if ( changed.data.furor.value > this.data.data.furor.max )
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changed.data.furor.value = this.data.data.furor.max;
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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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getCompetences() {
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let comp = this.data.items.filter( item => item.type == 'competence');
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return comp;
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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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getInitiativeScore() {
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return this.data.data.caracsecondaire.reaction.max;
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}
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/* -------------------------------------------- */
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getCompetencesGenerales() {
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let comp = this.data.items.filter( item => item.type == 'competence' && item.data.data.categorie == 'generale');
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return comp.sort( this.compareName );
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}
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/* -------------------------------------------- */
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getCompetencesMartiales() {
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let comp = this.data.items.filter( item => item.type == 'competence' && item.data.data.categorie == 'martiale');
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return comp.sort( this.compareName );
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}
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/* -------------------------------------------- */
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getCompetencesMagiques() {
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let comp = this.data.items.filter( item => item.type == 'competence' && item.data.data.categorie == 'magique');
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return comp.sort( this.compareName );
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}
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/* -------------------------------------------- */
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getDons( ) {
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let dons = this.data.items.filter( item => item.type == 'don');
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return dons.sort( this.compareName );
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}
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/* -------------------------------------------- */
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getEffetsMagiques( ) {
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let effets = this.data.items.filter( item => item.type == 'effetmagique');
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return effets.sort( this.compareName );
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}
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/* -------------------------------------------- */
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getEffetsDeRunes( ) {
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let effets = this.data.items.filter( item => item.type == 'effetderune');
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return effets.sort( this.compareName );
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}
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/* -------------------------------------------- */
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getMonnaies( ) {
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let monnaies = this.data.items.filter( item => item.type == 'monnaie');
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return monnaies.sort( this.compareName );
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}
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/* -------------------------------------------- */
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getFaiblesses( ) {
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let faib = this.data.items.filter( item => item.type == 'faiblesse');
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return faib.sort( this.compareName );
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}
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/* -------------------------------------------- */
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getBlessures( ) {
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return this.data.items.filter( item => item.type == 'blessure');
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}
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/* -------------------------------------------- */
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getToutEquipements() {
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return this.data.items.filter( item => item.type == 'equipement' || item.type == 'armure' || item.type == 'armecc' || item.type == 'armedist');
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}
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/* -------------------------------------------- */
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getArmes() {
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return this.data.items.filter( item => (item.type == 'armecc' || item.type == 'armedist') && item.data.data.equipe );
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}
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/* -------------------------------------------- */
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getArmures() {
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return this.data.items.filter( item => item.type == 'armure' && item.data.data.equipe );
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}
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getProuessesMartiales() {
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let prouesse = this.data.items.filter( item => item.type == 'prouesse' );
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return prouesse.sort( this.compareName );
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}
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getSortsSejdr() {
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let sort = this.data.items.filter( item => item.type == 'sortsejdr' );
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return sort.sort( this.compareName );
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}
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getSortsGaldr() {
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let sort = this.data.items.filter( item => item.type == 'sortgaldr' );
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return sort.sort( this.compareName );
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}
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getRunes() {
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let sort = this.data.items.filter( item => item.type == 'rune' );
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return sort.sort( this.compareName );
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}
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/* -------------------------------------------- */
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async setEpuise( ) {
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await this.update({ 'data.status.epuise': true});
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this.data.data.status.epuise = true;
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/*let effect = this.getEffectByLabel('Epuisé');
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if ( !effect ) {
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let effect = statusEffects.find( ef => ef.id == 'epuise');
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await this.createEmbeddedDocuments("ActiveEffect", [ effect ] );
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}*/
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}
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/* -------------------------------------------- */
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async cleanEpuise() {
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await this.update({ 'data.status.epuise': false});
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this.data.data.status.epuise = false;
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/*let effect = this.getEffectByLabel('Epuisé');
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if ( effect ) {
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await this.deleteEmbeddedDocuments("ActiveEffect", [ effect.id ]);
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}*/
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}
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/* -------------------------------------------- */
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async toggleEpuise( ) {
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if ( this.data.data.status.epuise ) {
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await this.cleanEpuise();
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} else {
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await this.setEpuise();
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}
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}
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/* -------------------------------------------- */
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isEpuise() {
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return this.data.data.status.epuise;
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}
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/* -------------------------------------------- */
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async setBlesse( ) {
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await this.update({ 'data.status.blesse': true} );
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this.data.data.status.blesse = true;
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console.log("BLESSSE !!!!");
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/*let effect = this.getEffectByLabel('Blessé');
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if ( !effect ) {
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let effect = statusEffects.find( ef => ef.id == 'blesse');
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await this.createEmbeddedDocuments("ActiveEffect", [ effect ] );
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}*/
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}
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/* -------------------------------------------- */
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async cleanBlesse() {
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await this.update({ 'data.status.blesse': false} );
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this.data.data.status.blesse = false;
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/*let effect = this.getEffectByLabel('Blessé');
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if ( effect ) {
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await this.deleteEmbeddedDocuments("ActiveEffect", [ effect.id ]);
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}*/
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}
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/* -------------------------------------------- */
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isBlesse() {
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return this.data.data.status.blesse;
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//return this.getEffectByLabel('Blessé');
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}
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/* -------------------------------------------- */
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async setMeurtri( ) {
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await this.setBlesse();
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await this.update({ 'data.status.meurtri': true});
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this.data.data.status.meurtri = true;
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}
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/* -------------------------------------------- */
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async cleanMeurtri() {
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await this.update({ 'data.status.meurtri': false});
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this.data.data.status.meurtri = false;
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}
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/* -------------------------------------------- */
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isMeurtri() {
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return this.data.data.status.meurtri;
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}
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/* -------------------------------------------- */
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async decrementFuror( nbFuror) {
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await this.update( { 'data.furor.value': this.data.data.furor.value - nbFuror } );
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}
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/* -------------------------------------------- */
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getCurrentFuror() {
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return this.data.data.furor.value;
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}
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/* -------------------------------------------- */
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getActiveEffects(matching = it => true) {
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let array = Array.from(this.getEmbeddedCollection("ActiveEffect").values());
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return Array.from(this.getEmbeddedCollection("ActiveEffect").values()).filter(it => matching(it));
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}
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/* -------------------------------------------- */
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getEffectByLabel(label) {
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return this.getActiveEffects().find(it => it.data.label == label);
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}
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/* -------------------------------------------- */
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getEffectById(id) {
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return this.getActiveEffects().find(it => it.id == id);
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}
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/* -------------------------------------------- */
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getCarac( caracName ) {
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for( let key in this.data.data.carac) {
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let categ = this.data.data.carac[key];
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for( let carac in categ.carac) {
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if (carac.toLowerCase() == caracName.toLowerCase() ) {
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return deepClone(categ.carac[carac]);
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}
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||||
}
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}
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}
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||||
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||||
/* -------------------------------------------- */
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computeCaracSecondaire( ) {
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if ( this.type == "personnage") {
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let basecorps = this.data.data.carac.corps.carac;
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let sumcorps = basecorps.puissance.value + basecorps.agilite.value + basecorps.vigueur.value
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let baseesprit = this.data.data.carac.esprit.carac;
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let sumesprit = baseesprit.intellect.value + baseesprit.perception.value + baseesprit.tenacite.value
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let baseame = this.data.data.carac.ame.carac;
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let sumame = baseame.charisme.value + baseame.communication.value + baseame.instinct.value
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let newPV = (sumcorps*3) + (sumesprit *2) + sumame;
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if ( newPV != this.data.data.caracsecondaire.pv.max) {
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this.data.data.caracsecondaire.pv.max = newPV;
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this.update( { 'data.caracsecondaire.pv.max': newPV });
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}
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this.data.data.caracsecondaire.reaction.value = baseesprit.intellect.value + baseesprit.perception.value + baseame.instinct.value;
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this.data.data.caracsecondaire.reaction.max = baseesprit.intellect.value + baseesprit.perception.value + baseame.instinct.value;
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||||
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this.data.data.caracsecondaire.defensephy.value = basecorps.agilite.value + basecorps.vigueur.value + baseame.instinct.value;
|
||||
this.data.data.caracsecondaire.defensephy.max = basecorps.agilite.value + basecorps.vigueur.value + baseame.instinct.value;
|
||||
|
||||
this.data.data.caracsecondaire.defensemen.value = baseesprit.tenacite.value + baseame.instinct.value + baseesprit.intellect.value;
|
||||
this.data.data.caracsecondaire.defensemen.max = baseesprit.tenacite.value + baseame.instinct.value + baseesprit.intellect.value;
|
||||
|
||||
this.data.data.caracsecondaire.deplacement.value = basecorps.agilite.value + basecorps.vigueur.value;
|
||||
this.data.data.caracsecondaire.deplacement.max = basecorps.agilite.value + basecorps.vigueur.value;
|
||||
|
||||
this.data.data.caracsecondaire.capaenc.value = (basecorps.puissance.value * 2) + basecorps.vigueur.value;
|
||||
this.data.data.caracsecondaire.capaenc.max = (basecorps.puissance.value * 2) + basecorps.vigueur.value;
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async equiperObject( equipementId ) {
|
||||
let item = this.data.items.find( item => item.id == equipementId );
|
||||
if (item && item.data.data) {
|
||||
let update = { _id: item.id, "data.equipe": !item.data.data.equipe };
|
||||
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
|
||||
}
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
async updateCompetence( compId, niveau) {
|
||||
let comp = this.data.items.find( item => item.type == 'competence' && item.id == compId);
|
||||
console.log("Comp updated!!!!", compId, niveau);
|
||||
if (comp) {
|
||||
const update = { _id: comp.id, 'data.niveau': niveau };
|
||||
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
|
||||
} else {
|
||||
ui.notifications.warn("Compétence inconnue", compId)
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
buildListeActionsCombat( ) {
|
||||
let armes = [];
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async rollAttribute( attrkey, subAttrKey = 'defaut') {
|
||||
let attr = duplicate(this.data.data.attributs[attrkey]);
|
||||
let subAttr = duplicate(this.data.data.attributs[attrkey].values[subAttrKey] );
|
||||
console.log("ATTR : ", attr, subAttr);
|
||||
if ( attr ) {
|
||||
subAttr.label = subAttr.label || "";
|
||||
let title = `Attribut : ${attr.label} ${subAttr.label} : ${subAttr.value}`;
|
||||
let rollData = {
|
||||
mode: "attribut",
|
||||
alias: this.name,
|
||||
actorImg: this.img,
|
||||
actorId: this.id,
|
||||
attr: attr,
|
||||
valuePhysique: this.data.data.attributs["physique"].values["defaut"].value,
|
||||
subAttr: subAttr,
|
||||
rollMode: game.settings.get("core", "rollMode"),
|
||||
title: title,
|
||||
isBlesse: this.data.data.etat.etat == "blesse",
|
||||
optionsBonusMalus: YggdrasillUtility.buildListOptions(-6, +6),
|
||||
bonusMalus: 0,
|
||||
optionsSR: YggdrasillUtility.buildSROptions( ),
|
||||
sr: 0
|
||||
}
|
||||
let rollDialog = await YggdrasillRoll.create( this, rollData);
|
||||
console.log(rollDialog);
|
||||
rollDialog.render( true );
|
||||
} else {
|
||||
ui.notifications.warn("Attribut non trouvée");
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async rollCarac( categName, caracName) {
|
||||
let carac = duplicate(this.data.data.carac[categName].carac[caracName]);
|
||||
console.log("CARAC : ", carac, this.data.data.carac);
|
||||
if ( carac) {
|
||||
let rollData = {
|
||||
mode: "carac",
|
||||
alias: this.name,
|
||||
actorImg: this.img,
|
||||
actorId: this.id,
|
||||
img: `systems/fvtt-yggdrasill/images/icons/icon_carac_${categName}.png`,
|
||||
rollMode: game.settings.get("core", "rollMode"),
|
||||
title: `Caractéristique ${carac.label} : ${carac.value}`,
|
||||
selectedCarac: carac,
|
||||
isEpuise: this.isEpuise(),
|
||||
isBlesse: this.isBlesse(),
|
||||
isMeurtri: this.isMeurtri(),
|
||||
optionsBonusMalus: YggdrasillUtility.buildListOptions(-6, +6),
|
||||
bonusMalus: 0,
|
||||
optionsFuror: YggdrasillUtility.buildListOptions(0, this.getCurrentFuror() ),
|
||||
furorUsage: 0,
|
||||
optionsSR: YggdrasillUtility.buildSROptions( ),
|
||||
sr: 0
|
||||
}
|
||||
let rollDialog = await YggdrasillRoll.create( this, rollData);
|
||||
console.log(rollDialog);
|
||||
rollDialog.render( true );
|
||||
} else {
|
||||
ui.notifications.warn("Caractéristique non trouvée");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async rollCompetence( competenceId ) {
|
||||
let competence = this.data.items.find( item => item.type == 'competence' && item.id == competenceId);
|
||||
if ( competence) {
|
||||
let rollData = {
|
||||
mode: "competence",
|
||||
alias: this.name,
|
||||
actorImg: this.img,
|
||||
actorId: this.id,
|
||||
img: competence.img,
|
||||
rollMode: game.settings.get("core", "rollMode"),
|
||||
title: `Compétence ${competence.name} : ${competence.data.data.niveau}`,
|
||||
competence: duplicate(competence),
|
||||
isEpuise: this.isEpuise(),
|
||||
isBlesse: this.isBlesse(),
|
||||
isMeurtri: this.isMeurtri(),
|
||||
optionsBonusMalus: YggdrasillUtility.buildListOptions(-6, +6),
|
||||
bonusMalus: 0,
|
||||
optionsFuror: YggdrasillUtility.buildListOptions(0, this.getCurrentFuror() ),
|
||||
furorUsage: 0,
|
||||
optionsSR: YggdrasillUtility.buildSROptions( ),
|
||||
sr: 0
|
||||
}
|
||||
let rollDialog = await YggdrasillRoll.create( this, rollData);
|
||||
console.log(rollDialog);
|
||||
rollDialog.render( true );
|
||||
} else {
|
||||
ui.notifications.warn("Compétence non trouvée");
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
getAttaqueData( mode ) {
|
||||
let attackData = duplicate(attackMode[mode]);
|
||||
if ( attackData){
|
||||
attackData.mode = mode;
|
||||
attackData.carac = duplicate(this.data.data.carac[attackData.categName].carac[attackData.caracName]);
|
||||
if ( attackData.malus != 0) {
|
||||
let malusTab = attackData.malus.split(';');
|
||||
attackData.malus = this.data.data.carac[attackData.categName].carac[malusTab[0]].value * Number(malusTab[1])
|
||||
}
|
||||
if ( attackData.protection != 0) {
|
||||
let malusTab = attackData.protection.split(';');
|
||||
attackData.protection = this.data.data.carac[attackData.categName].carac[malusTab[0]].value * Number(malusTab[1])
|
||||
}
|
||||
if ( attackData.bonusdegats != 0) {
|
||||
let malusTab = attackData.bonusdegats.split(';');
|
||||
attackData.bonusdegats = this.data.data.carac[attackData.categName].carac[malusTab[0]].value * Number(malusTab[1])
|
||||
}
|
||||
}
|
||||
return attackData;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
getTirData( mode) {
|
||||
let attackData = duplicate( tirMode[mode] );
|
||||
if ( attackData){
|
||||
attackData.mode = mode;
|
||||
attackData.carac = duplicate(this.data.data.carac[attackData.categName].carac[attackData.caracName]);
|
||||
if ( attackData.malus != 0) {
|
||||
let malusTab = attackData.malus.split(';');
|
||||
attackData.malus = this.data.data.carac[attackData.categName].carac[malusTab[0]].value * Number(malusTab[1])
|
||||
}
|
||||
if ( attackData.protection != 0) {
|
||||
let malusTab = attackData.protection.split(';');
|
||||
attackData.protection = this.data.data.carac[attackData.categName].carac[malusTab[0]].value * Number(malusTab[1])
|
||||
}
|
||||
if ( attackData.bonusdegats != 0) {
|
||||
let malusTab = attackData.bonusdegats.split(';');
|
||||
attackData.bonusdegats = this.data.data.carac[attackData.categName].carac[malusTab[0]].value * Number(malusTab[1])
|
||||
}
|
||||
}
|
||||
return attackData;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async rollSort( sortId, magie) {
|
||||
let sort = this.data.items.find( item => item.id == sortId);
|
||||
let competence = this.data.items.find( item => item.type == 'competence' && item.name.toLowerCase().includes(magie));
|
||||
console.log("SORT :", sortId, sort, competence );
|
||||
|
||||
let carac;
|
||||
if ( magie == "sejdr") {
|
||||
carac = duplicate(this.data.data.carac.ame.carac.instinct);
|
||||
} else if ( magie == "rune") {
|
||||
carac = duplicate(this.data.data.carac.ame.carac.communication);
|
||||
} else {
|
||||
carac = duplicate(this.data.data.carac.ame.carac.charisme);
|
||||
}
|
||||
|
||||
if ( sort && competence) {
|
||||
|
||||
let rollData = {
|
||||
mode: magie,
|
||||
alias: this.name,
|
||||
actorImg: this.img,
|
||||
actorId: this.id,
|
||||
img: sort.img,
|
||||
rollMode: game.settings.get("core", "rollMode"),
|
||||
title: magie + " - " + sort.name,
|
||||
selectedCarac: carac,
|
||||
agiliteCarac: duplicate(this.data.data.carac.corps.carac.agilite),
|
||||
instinctCarac: duplicate(this.data.data.carac.ame.carac.instinct),
|
||||
sort: duplicate(sort),
|
||||
competence: duplicate(competence),
|
||||
dureeGaldr: "1d5a",
|
||||
nbCibles: "1",
|
||||
zoneGaldr: "INS10cm3",
|
||||
bonusdefense: 0,
|
||||
isEpuise: this.isEpuise(),
|
||||
isBlesse: this.isBlesse(),
|
||||
isMeurtri: this.isMeurtri(),
|
||||
optionsBonusMalus: YggdrasillUtility.buildListOptions(-6, +6),
|
||||
optionsBD: YggdrasillUtility.buildListOptions(0, +6),
|
||||
bonusMalus: 0,
|
||||
optionsFuror: YggdrasillUtility.buildListOptions(0, this.getCurrentFuror() ),
|
||||
furorUsage: 0,
|
||||
optionsSR: YggdrasillUtility.buildSROptions( ),
|
||||
sr: 14,
|
||||
puissanceRune: 1,
|
||||
optionsPuissanceRune: YggdrasillUtility.buildListOptions(1, 15),
|
||||
supportRune: "peau",
|
||||
}
|
||||
let rollDialog = await YggdrasillRoll.create( this, rollData);
|
||||
console.log(rollDialog);
|
||||
rollDialog.render( true );
|
||||
} else {
|
||||
ui.notifications.warn("Sortilège ou Compétence non trouvée !", sort, compName);
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async rollArme( armeId ) {
|
||||
let arme = this.data.items.find( item => item.id == armeId);
|
||||
let compName = armeCategorieToCompetence[arme.data.data.categorie];
|
||||
let competence = this.data.items.find( item => item.type == 'competence' && item.name == compName);
|
||||
console.log("ARME :", armeId, arme, competence );
|
||||
|
||||
if ( arme && competence) {
|
||||
|
||||
let attackDef
|
||||
if (arme.type == 'armecc') {
|
||||
attackDef = this.getAttaqueData("classique");
|
||||
} else {
|
||||
attackDef = this.getTirData("pose");
|
||||
}
|
||||
|
||||
let rollData = {
|
||||
mode: arme.type,
|
||||
attackDef: attackDef,
|
||||
alias: this.name,
|
||||
actorImg: this.img,
|
||||
actorId: this.id,
|
||||
img: competence.img,
|
||||
rollMode: game.settings.get("core", "rollMode"),
|
||||
title: "Attaque !",
|
||||
selectedCarac: duplicate(this.data.data.carac.corps.carac.agilite),
|
||||
arme: duplicate(arme),
|
||||
competence: duplicate(competence),
|
||||
bonusdefense: 0,
|
||||
isEpuise: this.isEpuise(),
|
||||
isBlesse: this.isBlesse(),
|
||||
isMeurtri: this.isMeurtri(),
|
||||
optionsBonusMalus: YggdrasillUtility.buildListOptions(-6, +6),
|
||||
optionsBD: YggdrasillUtility.buildListOptions(0, +6),
|
||||
bonusMalus: 0,
|
||||
optionsFuror: YggdrasillUtility.buildListOptions(0, this.getCurrentFuror() ),
|
||||
furorUsage: 0,
|
||||
optionsSR: YggdrasillUtility.buildSROptions( ),
|
||||
sr: 14
|
||||
}
|
||||
let rollDialog = await YggdrasillRoll.create( this, rollData);
|
||||
console.log(rollDialog);
|
||||
rollDialog.render( true );
|
||||
} else {
|
||||
ui.notifications.warn("Arme ou Compétence Martiale non trouvée !", arme, compName);
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
getEncTotal( ) {
|
||||
let encTotal = 0;
|
||||
for( let item of this.data.items) {
|
||||
if (item.type == "equipement" || item.type == "armecc"
|
||||
|| item.type == "armedist" || item.type == "armure" || item.type == "monnaie") {
|
||||
encTotal += item.data.data.enc;
|
||||
}
|
||||
}
|
||||
return encTotal;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
getProtectionTotal( ) {
|
||||
let protectionTotal = 0;
|
||||
for( let item of this.data.items) {
|
||||
if (item.type == "armure" && item.data.data.equipe) {
|
||||
protectionTotal += Number(item.data.data.protection);
|
||||
}
|
||||
}
|
||||
return protectionTotal;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async incrementeQuantite( objetId ) {
|
||||
let objetQ = this.data.items.find( item => item.id == objetId );
|
||||
if (objetQ) {
|
||||
let newQ = objetQ.data.data.quantite + 1;
|
||||
const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'data.quantite': newQ }]); // pdates one EmbeddedEntity
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async decrementeQuantite( objetId ) {
|
||||
let objetQ = this.data.items.find( item => item.id == objetId );
|
||||
if (objetQ) {
|
||||
let newQ = objetQ.data.data.quantite - 1;
|
||||
newQ = (newQ <= 0) ? 0 : newQ;
|
||||
const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'data.quantite': newQ }]); // pdates one EmbeddedEntity
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user