Preliminary rolls
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@ -26,7 +26,9 @@ export class BoLActorSheet extends ActorSheet {
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actor.data.attributes = Object.values(actor.data.data.attributes);
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actor.data.aptitudes = Object.values(actor.data.data.aptitudes);
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actor.data.resources = Object.values(actor.data.data.resources);
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actor.data.equipment = actor.data.items.filter(i => i.type === "item");
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actor.data.equipment = actor.data.items.filter(i => i.type === "item" || i.type == 'weapon' || i.type == 'armor');
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actor.data.weapons = duplicate(actor.data.items.filter(i => i.type == 'weapon' ));
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actor.data.armors = duplicate(actor.data.items.filter(i => i.type == 'armor' ));
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actor.data.features = {
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"origin" : actor.data.items.find(i => i.type === "feature" && i.data.subtype === "origin"),
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"race" : actor.data.items.find(i => i.type === "feature" && i.data.subtype === "race"),
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@ -34,10 +36,7 @@ export class BoLActorSheet extends ActorSheet {
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"boons" : actor.data.items.filter(i => i.type === "feature" && i.data.subtype === "boon"),
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"flaws" : actor.data.items.filter(i => i.type === "feature" && i.data.subtype === "flaw")
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};
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// data.attributes = ["String", "Number", "Boolean"];
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// for (let attr of Object.values(data.data.attributes)) {
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// attr.isCheckbox = attr.dtype === "Boolean";
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// }
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return actor;
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}
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@ -58,12 +57,18 @@ export class BoLActorSheet extends ActorSheet {
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console.log(item);
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item.sheet.render(true);
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});
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html.find('.roll-attribute').click(ev => {
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this.actor.rollAttributeAptitude( $(ev.currentTarget).data("attr-key") );
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});
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html.find('.roll-career').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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this.actor.rollCareer( li.data("itemId") );
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});
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html.find('.roll-weapon').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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this.actor.rollWeapon( li.data("itemId") );
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});
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// Delete Inventory Item
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html.find('.item-delete').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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@ -6,6 +6,7 @@ import { BoLUtility } from "../system/bol-utility.js";
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* @extends {Actor}
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*/
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export class BoLActor extends Actor {
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/** @override */
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prepareData() {
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super.prepareData();
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@ -19,22 +20,23 @@ export class BoLActor extends Actor {
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// Make separate methods for each Actor type (character, npc, etc.) to keep
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// things organized.
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// if (actorData.type === 'character') this._prepareCharacterData(actorData);
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if (actorData.type === 'character') {
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this._prepareCharacterData(actorData);
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}
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}
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// /**
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// * Prepare Character type specific data
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// */
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// _prepareCharacterData(actorData) {
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// const data = actorData.data;
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//
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// // Make modifications to data here. For example:
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//// // Loop through ability scores, and add their modifiers to our sheet output.
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// for (let [key, ability] of Object.entries(data.abilities)) {
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// // Calculate the modifier using d20 rules.
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// ability.mod = Math.floor((ability.value - 10) / 2);
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// }
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// }
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/* -------------------------------------------- */
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_prepareCharacterData(actorData) {
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let newVitality = 10 + this.data.data.attributes.vigor.value;
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if ( newVitality != this.data.data.resources.hp.max) {
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this.data.data.resources.hp.max = newVitality;
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this.update( { 'data.resources.hp.max': newVitality});
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}
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}
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/* -------------------------------------------- */
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getBoons() {
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return this.data.items.filter(i => i.type === "feature" && i.data.subtype === "boon");
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@ -52,6 +54,35 @@ export class BoLActor extends Actor {
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this.currentRollData = rollData;
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}
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/* -------------------------------------------- */
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async rollAttributeAptitude( attrKey ) {
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let attr = this.data.data.attributes[attrKey];
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if ( !attr) {
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attr = this.data.data.aptitudes[attrKey];
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}
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if (attr) {
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let rollData = {
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mode : "attribute",
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actorId: this.id,
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actorImg: this.img,
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attribute: duplicate(attr),
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boons : this.getBoons(),
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flaws : this.getFlaws(),
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d6Bonus: 0,
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d6Malus: 0,
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rollMode: game.settings.get("core", "rollMode"),
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title: game.i18n.localize(attr.label),
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optionsBonusMalus: BoLUtility.buildListOptions(-8, +2),
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bonusMalus: 0
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}
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let rollDialog = await BoLRollDialog.create( this, rollData);
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rollDialog.render( true );
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} else {
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ui.notifications.warn("Unable to find attribute " + attrKey );
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}
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}
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/* -------------------------------------------- */
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async rollCareer( careerId ) {
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let career = BoLUtility.data(this.data.items.find( item => item.type == 'feature' && item.id == careerId));
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if (career) {
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@ -77,4 +108,49 @@ export class BoLActor extends Actor {
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ui.notifications.warn("Unable to find career for actor " + this.name + " - Career ID " + careerId);
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}
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}
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/* -------------------------------------------- */
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async rollWeapon( weaponId ) {
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let weapon = BoLUtility.data(this.data.items.find( item => item.type == 'weapon' && item.id == weaponId));
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if (weapon) {
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let target = BoLUtility.getTarget();
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if ( !target) {
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ui.notifications.warn("You must have a target to attack with a Weapon");
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return;
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}
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let objectDefender = BoLUtility.data(game.actors.get(target.data.actorId));
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objectDefender = mergeObject(objectDefender, target.data.actorData);
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let rollData = {
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mode : "weapon",
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actorId: this.id,
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actorImg: this.img,
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weapon : weapon,
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target: target,
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defender: objectDefender,
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boons : this.getBoons(),
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flaws : this.getFlaws(),
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rollAttribute: 'agility',
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attributes: duplicate(this.data.data.attributes), // For damage bonus
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d6Bonus: 0,
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d6Malus: 0,
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rollMode: game.settings.get("core", "rollMode"),
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title: weapon.name,
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rangeModifier: 0,
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optionsBonusMalus: BoLUtility.buildListOptions(-8, +2),
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bonusMalus: 0
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}
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if ( weapon.data.type == 'melee') {
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rollData.aptitude = duplicate(this.data.data.aptitudes.melee);
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} else {
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rollData.aptitude = duplicate(this.data.data.aptitudes.ranged);
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}
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console.log("WEAPON ! ", rollData);
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let rollDialog = await BoLRollDialog.create( this, rollData);
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rollDialog.render( true );
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} else {
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ui.notifications.warn("Unable to find weapon for actor " + this.name + " - Weapon ID " + weaponId);
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}
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}
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}
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@ -20,11 +20,11 @@ export class BoLItemSheet extends ItemSheet {
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get template() {
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const path = "systems/bol/templates/item";
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// Return a single sheet for all item types.
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return `${path}/item-sheet.hbs`;
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//return `${path}/item-sheet.hbs`;
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// Alternatively, you could use the following return statement to do a
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// unique item sheet by type, like `weapon-sheet.html`.
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// return `${path}/${this.item.data.type}-sheet.html`;
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return `${path}/item-${this.item.data.type}-sheet.hbs`;
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}
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/* -------------------------------------------- */
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@ -117,6 +117,15 @@ export class BoLUtility {
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this.createChatMessage(name, game.settings.get("core", "rollMode"), chatOptions);
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}
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/* -------------------------------------------- */
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static getTarget() {
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if (game.user.targets && game.user.targets.size == 1) {
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for (let target of game.user.targets) {
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return target;
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}
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}
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return undefined;
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}
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/* -------------------------------------------- */
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static async rollBoL( rollData ) {
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@ -136,9 +145,19 @@ export class BoLUtility {
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nbDice += d6BM;
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// Final modifier
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let modifier = Number(rollData.attributes[rollData.rollAttribute].value) + Number(rollData.career.data.rank) + Number(rollData.bonusMalus);
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let modifier = Number(rollData.bonusMalus);
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if ( rollData.mode == 'career') {
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modifier += Number(rollData.attributes[rollData.rollAttribute].value) + Number(rollData.career.data.rank);
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} else if ( rollData.mode == 'attribute' ) {
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modifier += rollData.attribute.value;
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} else if ( rollData.mode == 'weapon') {
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modifier += Number(rollData.attributes[rollData.rollAttribute].value) + Number(rollData.aptitude.value) + Number(rollData.rangeModifier);
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modifier -= rollData.defender.aptitudes.def.value;
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}
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let formula = nbDice+"d6"+mode+"+"+modifier;
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console.log("Goigin to roll ", formula, rollData.attributes, rollData.rollAttribute);
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console.log("Going to roll ", formula, rollData.attributes, rollData.rollAttribute);
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let myRoll = new Roll(formula).roll( { async: false});
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await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode") );
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rollData.roll = myRoll;
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@ -152,7 +171,6 @@ export class BoLUtility {
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this.createChatWithRollMode( rollData.alias, {
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content: await renderTemplate(`systems/bol/templates/roll/chat-generic-result.hbs`, rollData)
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});
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// TODO
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}
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/* -------------------------------------------- */
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@ -18,12 +18,12 @@ export class BoLRollDialog extends Dialog {
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buttons: {
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roll: {
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icon: '<i class="fas fa-check"></i>',
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label: "Roll !",
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label: game.i18n.localize("Roll"),
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callback: () => { this.roll() }
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},
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cancel: {
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icon: '<i class="fas fa-times"></i>',
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label: "Cancel",
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label: game.i18n.localize("Cancel"),
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callback: () => { this.close() }
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} },
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default: "roll",
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