v10 branch - Update manifest

This commit is contained in:
2022-07-13 08:11:00 +02:00
parent 73312c1957
commit 9551b2a050
28 changed files with 271 additions and 297 deletions

View File

@@ -63,7 +63,7 @@ export class SoSActor extends Actor {
checkDeck() {
if ( !this.cardDeck && this.hasPlayerOwner ) {
this.cardDeck = new SoSCardDeck();
this.cardDeck.initCardDeck( this, this.data.data.internals.deck );
this.cardDeck.initCardDeck( this, this.system.internals.deck );
}
if ( !this.hasPlayerOwner ) {
this.cardDeck = game.system.sos.gmDeck.GMdeck;
@@ -87,7 +87,7 @@ export class SoSActor extends Actor {
/* -------------------------------------------- */
resetDeckFull( ) {
this.cardDeck.shuffleDeck();
this.cardDeck.drawEdge( this.data.data.scores.edge.value );
this.cardDeck.drawEdge( this.system.scores.edge.value );
this.saveDeck();
}
/* -------------------------------------------- */
@@ -123,55 +123,55 @@ export class SoSActor extends Actor {
/* -------------------------------------------- */
getDefense( ) {
return this.data.data.scores.defense;
return this.system.scores.defense;
}
/* -------------------------------------------- */
computeDefense() {
return { value: Math.ceil((this.data.data.stats.speed.value + this.data.data.stats.perception.value + this.data.data.stats.dexterity.value) / 2) + this.data.data.scores.defense.bonusmalus,
critical: this.data.data.stats.speed.value + this.data.data.stats.perception.value + this.data.data.stats.dexterity.value + this.data.data.scores.defense.bonusmalus
return { value: Math.ceil((this.system.stats.speed.value + this.system.stats.perception.value + this.system.stats.dexterity.value) / 2) + this.system.scores.defense.bonusmalus,
critical: this.system.stats.speed.value + this.system.stats.perception.value + this.system.stats.dexterity.value + this.system.scores.defense.bonusmalus
}
}
/* -------------------------------------------- */
getEdge( ) {
return this.data.data.scores.edge.value;
return this.system.scores.edge.value;
}
/* -------------------------------------------- */
getEncumbrance( ) {
return this.data.data.scores.encumbrance.value;
return this.system.scores.encumbrance.value;
}
computeEncumbrance( ) {
return this.data.data.stats.strength.value + this.data.data.scores.encumbrance.bonusmalus;
return this.system.stats.strength.value + this.system.scores.encumbrance.bonusmalus;
}
/* -------------------------------------------- */
computeEdge( ) {
return Math.ceil( (this.data.data.stats.intelligence.value + this.data.data.stats.charisma.value) / 2) + this.data.data.scores.edge.bonusmalus;
return Math.ceil( (this.system.stats.intelligence.value + this.system.stats.charisma.value) / 2) + this.system.scores.edge.bonusmalus;
}
/* -------------------------------------------- */
getShock( ) {
return this.data.data.scores.shock.value;
return this.system.scores.shock.value;
}
computeShock() {
return Math.ceil( this.data.data.stats.endurance.value + this.data.data.stats.determination.value + this.data.data.scores.dr.value) + this.data.data.scores.shock.bonusmalus;
return Math.ceil( this.system.stats.endurance.value + this.system.stats.determination.value + this.system.scores.dr.value) + this.system.scores.shock.bonusmalus;
}
/* -------------------------------------------- */
getWound( ) {
return this.data.data.scores.wound.value;
return this.system.scores.wound.value;
}
computeWound() {
return Math.ceil( (this.data.data.stats.strength.value + this.data.data.stats.endurance.value) / 2) + this.data.data.scores.wound.bonusmalus;
return Math.ceil( (this.system.stats.strength.value + this.system.stats.endurance.value) / 2) + this.system.scores.wound.bonusmalus;
}
/* -------------------------------------------- */
getSkillExperience( skillName ) {
return this.data.items.filter( item => item.type == 'skillexperience' && item.data.skill == skillName);
return this.items.filter( item => item.type == 'skillexperience' && item.system.skill == skillName);
}
/* -------------------------------------------- */
async wornObject( itemID) {
let item = this.items.get(itemID);
if (item && item.data.data) {
let update = { _id: item.id, "data.worn": !item.data.data.worn };
if (item && item.system) {
let update = { _id: item.id, "system.worn": !item.system.worn };
await this.updateEmbeddedDocuments("Item", [update]);
}
}
@@ -179,8 +179,8 @@ export class SoSActor extends Actor {
/* -------------------------------------------- */
async equipObject(itemID) {
let item = this.items.get(itemID)
if (item && item.data.data) {
let update = { _id: item.id, "data.equiped": !item.data.data.equiped };
if (item && item.system) {
let update = { _id: item.id, "system.equiped": !item.system.equiped };
await this.updateEmbeddedDocuments("Item", [update]);
}
}
@@ -198,7 +198,7 @@ export class SoSActor extends Actor {
await this.update( {'data.scores.edge.value': this.computeEdge()});
}
// Encumbrance
if ( this.getEncumbrance() != this.data.data.stats.strength.value ) {
if ( this.getEncumbrance() != this.system.stats.strength.value ) {
await this.update( {'data.scores.encumbrance.value': this.computeEncumbrance() });
}
// Shock
@@ -213,31 +213,31 @@ export class SoSActor extends Actor {
/* -------------------------------------------- */
async updateWound(woundName, value) {
let wounds = duplicate(this.data.data.wounds)
let wounds = duplicate(this.system.wounds)
wounds[woundName] = value;
await this.update( { 'data.wounds': wounds } );
await this.update( { 'system.wounds': wounds } );
}
/* -------------------------------------------- */
async updateSkill(skillName, value) {
let skill = this.data.items.find( item => item.name == skillName);
let skill = this.items.find( item => item.name == skillName);
if (skill) {
const update = { _id: skill.id, 'data.value': value };
const update = { _id: skill.id, 'system.value': value };
const updated = await this.updateEmbeddedDocuments("Item", [ update] ); // Updates one EmbeddedEntity
}
}
/* -------------------------------------------- */
async updateSkillExperience(skillName, value) {
let skill = this.data.items.find( item => item.name == skillName);
let skill = this.items.find( item => item.name == skillName);
if (skill) {
const update = { _id: skill.id, 'data.xp': value };
const update = { _id: skill.id, 'system.xp': value };
const updated = await this.updateEmbeddedDocuments("Item", [update]); // Updates one EmbeddedEntity
}
}
/* -------------------------------------------- */
getApplicableConsequences( ) {
let consequences = this.data.items.filter( item => item.type == 'consequence' && item.data.severity != 'none');
let consequences = this.items.filter( item => item.type == 'consequence' && item.system.severity != 'none');
return consequences;
}
@@ -246,13 +246,13 @@ export class SoSActor extends Actor {
let flipData = {
mode: 'stat',
stat: duplicate(this.data.data.stats[statKey]),
stat: duplicate(this.system.stats[statKey]),
actor: this,
modifierList: SoSUtility.fillRange(-10, +10),
tnList: SoSUtility.fillRange(6, 20),
consequencesList: duplicate( this.getApplicableConsequences() ),
weaknessList: this.data.items.filter( item => item.type == 'weakness' ),
wounds: duplicate( this.data.data.wounds),
weaknessList: this.items.filter( item => item.type == 'weakness' ),
wounds: duplicate( this.system.wounds),
malusConsequence: 0,
bonusConsequence: 0,
woundMalus: 0
@@ -265,10 +265,10 @@ export class SoSActor extends Actor {
async rollSkill( skill ) {
let flipData = {
mode: 'skill',
statList: duplicate(this.data.data.stats),
statList: duplicate(this.system.stats),
selectedStat: 'strength',
consequencesList: duplicate( this.getApplicableConsequences() ),
wounds: duplicate( this.data.data.wounds),
wounds: duplicate( this.system.wounds),
skillExperienceList: this.getSkillExperience( skill.name),
skill: duplicate(skill),
actor: this,
@@ -288,26 +288,26 @@ export class SoSActor extends Actor {
async rollWeapon( weapon ) {
let target = SoSUtility.getTarget();
let skill, selectedStatName;
if ( weapon.data.data.category == 'ballistic' || weapon.data.data.category == 'laser' ) {
skill = this.data.items.find( item => item.name == 'Guns');
if ( weapon.system.category == 'ballistic' || weapon.system.category == 'laser' ) {
skill = this.items.find( item => item.name == 'Guns');
selectedStatName = 'dexterity';
} else if ( weapon.data.data.category == 'melee' ) {
skill = this.data.items.find( item => item.name == 'Melee');
} else if ( weapon.system.category == 'melee' ) {
skill = this.items.find( item => item.name == 'Melee');
selectedStatName = 'dexterity';
} else if ( weapon.data.data.category == 'grenade' ) {
skill = this.data.items.find( item => item.name == 'Athletics');
} else if ( weapon.system.category == 'grenade' ) {
skill = this.items.find( item => item.name == 'Athletics');
selectedStatName = 'dexterity';
}
let flipData = {
mode: 'weapon',
weapon: duplicate(weapon.data),
statList: duplicate(this.data.data.stats),
weapon: duplicate(weapon),
statList: duplicate(this.system.stats),
target: target,
selectedStat: selectedStatName,
consequencesList: duplicate( this.getApplicableConsequences() ),
skillExperienceList: this.getSkillExperience( skill.name),
wounds: duplicate( this.data.data.wounds),
wounds: duplicate( this.system.wounds),
skill: duplicate(skill),
actor: this,
modifierList: SoSUtility.fillRange(-10, +10),
@@ -327,12 +327,12 @@ export class SoSActor extends Actor {
/* -------------------------------------------- */
async checkDeath( ) {
if ( this.data.data.scores.currentwounds.value >= this.data.data.scores.wound.value*2) {
if ( this.system.scores.currentwounds.value >= this.system.scores.wound.value*2) {
let woundData = {
name: this.name,
wounds: this.data.data.wounds,
currentWounds: this.data.data.scores.currentwounds.value,
totalWounds: this.data.data.scores.wound.value
wounds: this.system.wounds,
currentWounds: this.system.scores.currentwounds.value,
totalWounds: this.system.scores.wound.value
}
let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-character-death.html', woundData );
ChatMessage.create( { content: html, whisper: [ChatMessage.getWhisperRecipients(this.name), ChatMessage.getWhisperRecipients("GM") ] } );
@@ -341,7 +341,7 @@ export class SoSActor extends Actor {
/* -------------------------------------------- */
computeCurrentWounds( ) {
let wounds = this.data.data.wounds;
let wounds = this.system.wounds;
return wounds.light + (wounds.moderate*2) + (wounds.severe*3) + (wounds.critical*4);
}
@@ -349,14 +349,14 @@ export class SoSActor extends Actor {
async applyConsequenceWound( severity, consequenceName) {
if ( severity == 'none') return; // Nothing !
let wounds = duplicate(this.data.data.wounds);
let wounds = duplicate(this.system.wounds);
if (severity == 'light' ) wounds.light += 1;
if (severity == 'moderate' ) wounds.moderate += 1;
if (severity == 'severe' ) wounds.severe += 1;
if (severity == 'critical' ) wounds.critical += 1;
let sumWound = wounds.light + (wounds.moderate*2) + (wounds.severe*3) + (wounds.critical*4);
let currentWounds = duplicate(this.data.data.scores.currentwounds);
let currentWounds = duplicate(this.system.scores.currentwounds);
currentWounds.value = sumWound;
await this.update( { 'data.scores.currentwounds': currentWounds, 'data.wounds': wounds } );
@@ -366,7 +366,7 @@ export class SoSActor extends Actor {
severity: severity,
wounds: wounds,
currentWounds: sumWound,
totalWounds: this.data.data.scores.wound.value
totalWounds: this.system.scores.wound.value
}
let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-damage-consequence.html', woundData );
ChatMessage.create( { content: html, whisper: ChatMessage.getWhisperRecipients(this.name).concat(ChatMessage.getWhisperRecipients("GM")) } );
@@ -376,22 +376,22 @@ export class SoSActor extends Actor {
/* -------------------------------------------- */
async addObjectToContainer( itemId, containerId ) {
let container = this.data.items.find( item => item.id == containerId && item.type == 'container')
let object = this.data.items.find( item => item.id == itemId )
let container = this.items.find( item => item.id == containerId && item.type == 'container')
let object = this.items.find( item => item.id == itemId )
console.log("Found", container, object)
if ( container ) {
if ( object.type == 'container') {
ui.notifications.warn("Only 1 level of container... sorry");
return
}
let alreadyInside = this.data.items.filter( item => item.data.data.containerid && item.data.data.containerid == containerId);
if ( alreadyInside.length >= container.data.data.container ) {
let alreadyInside = this.items.filter( item => item.system.containerid && item.system.containerid == containerId);
if ( alreadyInside.length >= container.system.container ) {
ui.notifications.warn("Container is already full !");
} else {
await this.updateEmbeddedDocuments( "Item", [{ _id: object.id, 'data.containerid':containerId }]);
await this.updateEmbeddedDocuments( "Item", [{ _id: object.id, 'system.containerid':containerId }]);
}
} else if ( object && object.data.data.containerid) { // remove from container
await this.updateEmbeddedDocuments( "Item", [{ _id: object.id, 'data.containerid':"" }]);
} else if ( object && object.system.containerid) { // remove from container
await this.updateEmbeddedDocuments( "Item", [{ _id: object.id, 'system.containerid':"" }]);
}
}
@@ -403,7 +403,7 @@ export class SoSActor extends Actor {
return;
}
let wounds = duplicate(this.data.data.wounds);
let wounds = duplicate(this.system.wounds);
for (let wound of flipData.woundsList ) {
if (wound == 'L' ) wounds.light += 1;
if (wound == 'M' ) wounds.moderate += 1;
@@ -412,30 +412,30 @@ export class SoSActor extends Actor {
}
// Compute total
let sumWound = wounds.light + (wounds.moderate*2) + (wounds.severe*3) + (wounds.critical*4);
let currentWounds = duplicate(this.data.data.scores.currentwounds);
let currentWounds = duplicate(this.system.scores.currentwounds);
currentWounds.value = sumWound;
if ( sumWound >= this.data.data.scores.wound.value) {
let bleeding = this.data.items.find( item => item.type == 'consequence' && item.name == 'Bleeding');
let newSeverity = SoSUtility.increaseConsequenceSeverity( bleeding.data.severity );
await this.updateEmbeddedDocuments( "Item", [ { _id: bleeding.id, 'data.severity': newSeverity} ] );
if ( sumWound >= this.system.scores.wound.value) {
let bleeding = this.items.find( item => item.type == 'consequence' && item.name == 'Bleeding');
let newSeverity = SoSUtility.increaseConsequenceSeverity( bleeding.system.severity );
await this.updateEmbeddedDocuments( "Item", [ { _id: bleeding.id, 'system.severity': newSeverity} ] );
flipData.isBleeding = newSeverity;
}
// Stun consequence
if ( flipData.nbStun > 0) {
let stun = this.data.items.find( item => item.type == 'consequence' && item.name == 'Stun');
let newSeverity = stun.data.severity;
let stun = this.items.find( item => item.type == 'consequence' && item.name == 'Stun');
let newSeverity = stun.system.severity;
for(let i=0; i<flipData.nbStun; i++) {
newSeverity = SoSUtility.increaseConsequenceSeverity( newSeverity );
}
await this.updateEmbeddedDocuments( "Item", [ { _id: stun.id, 'data.severity': newSeverity} ] );
await this.updateEmbeddedDocuments( "Item", [ { _id: stun.id, 'system.severity': newSeverity} ] );
flipData.isStun = newSeverity;
}
await this.update( { 'data.scores.currentwounds': currentWounds, 'data.wounds': wounds } );
await this.update( { 'data.scores.currentwounds': currentWounds, 'system.wounds': wounds } );
flipData.defenderName = this.name;
flipData.wounds = wounds;
flipData.currentWounds = sumWound;
flipData.totalWounds = this.data.data.scores.wound.value;
flipData.totalWounds = this.system.scores.wound.value;
let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-damage-taken.html', flipData );
ChatMessage.create( { content: html, whisper: [ChatMessage.getWhisperRecipients(this.name), ChatMessage.getWhisperRecipients("GM") ] } );