fvtt-ecryme/modules/actors/ecryme-actor.js
2023-05-26 07:46:06 +02:00

350 lines
11 KiB
JavaScript

/* -------------------------------------------- */
import { EcrymeUtility } from "../common/ecryme-utility.js";
import { EcrymeRollDialog } from "../dialogs/ecryme-roll-dialog.js";
/* -------------------------------------------- */
/* -------------------------------------------- */
/**
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
* @extends {Actor}
*/
export class EcrymeActor 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;
}
if (data.type == 'character') {
}
if (data.type == 'npc') {
}
return super.create(data, options);
}
/* -------------------------------------------- */
prepareBaseData() {
}
/* -------------------------------------------- */
async prepareData() {
super.prepareData()
}
/* -------------------------------------------- */
computeHitPoints() {
if (this.type == "character") {
}
}
/* -------------------------------------------- */
prepareDerivedData() {
if (this.type == 'character' || game.user.isGM) {
}
super.prepareDerivedData();
}
/* -------------------------------------------- */
_preUpdate(changed, options, user) {
super._preUpdate(changed, options, user);
}
/* -------------------------------------------- */
getMoneys() {
let comp = this.items.filter(item => item.type == 'money');
EcrymeUtility.sortArrayObjectsByName(comp)
return comp;
}
getArchetype() {
let comp = duplicate(this.items.find(item => item.type == 'archetype') || {name: "Pas d'archetype"})
if (comp && comp.system) {
comp.tarot = EcrymeUtility.getTarot(comp.system.lametutelaire)
}
return comp;
}
/* -------------------------------------------- */
getRollTraits() {
return this.items.filter(it => it.type == "trait" && it.system.traitype == "normal")
}
getIdeal() {
return this.items.find(it => it.type == "trait" && it.system.traitype == "ideal")
}
getSpleen() {
return this.items.find(it => it.type == "trait" && it.system.traitype == "spleen")
}
/* -------------------------------------------- */
getTrait(id) {
//console.log("TRAITS", this.items, this.items.filter(it => it.type == "trait") )
return this.items.find(it => it.type == "trait" && it._id == id)
}
/* -------------------------------------------- */
getSpecialization(id) {
return this.items.find(it => it.type == "specialization" && it.id == id)
}
/* -------------------------------------------- */
getSpecializations(skillKey) {
return this.items.filter(it => it.type == "specialization" && it.system.skillkey == skillKey)
}
/* -------------------------------------------- */
prepareSkills() {
let skills = duplicate(this.system.skills)
for (let categKey in skills) {
let category = skills[categKey]
for (let skillKey in category.skilllist) {
let skill = category.skilllist[skillKey]
skill.spec = this.getSpecializations(skillKey)
}
}
return skills
}
/* -------------------------------------------- */
getWeapons() {
let comp = duplicate(this.items.filter(item => item.type == 'weapon') || [])
EcrymeUtility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getItemById(id) {
let item = this.items.find(item => item.id == id);
if (item) {
item = duplicate(item)
}
return item;
}
/* -------------------------------------------- */
async equipItem(itemId) {
let item = this.items.find(item => item.id == itemId)
if (item && item.system) {
if (item.type == "armor") {
let armor = this.items.find(item => item.id != itemId && item.type == "armor" && item.system.equipped)
if (armor) {
ui.notifications.warn("You already have an armor equipped!")
return
}
}
if (item.type == "shield") {
let shield = this.items.find(item => item.id != itemId && item.type == "shield" && item.system.equipped)
if (shield) {
ui.notifications.warn("You already have a shield equipped!")
return
}
}
let update = { _id: item.id, "system.equipped": !item.system.equipped };
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
}
}
/* ------------------------------------------- */
getEquipements() {
return this.items.filter(item => item.type == 'equipement')
}
/* ------------------------------------------- */
async buildContainerTree() {
let equipments = duplicate(this.items.filter(item => item.type == "equipment") || [])
for (let equip1 of equipments) {
if (equip1.system.iscontainer) {
equip1.system.contents = []
equip1.system.contentsEnc = 0
for (let equip2 of equipments) {
if (equip1._id != equip2.id && equip2.system.containerid == equip1.id) {
equip1.system.contents.push(equip2)
let q = equip2.system.quantity ?? 1
equip1.system.contentsEnc += q * equip2.system.weight
}
}
}
}
// Compute whole enc
let enc = 0
for (let item of equipments) {
//item.data.idrDice = EcrymeUtility.getDiceFromLevel(Number(item.data.idr))
if (item.system.equipped) {
if (item.system.iscontainer) {
enc += item.system.contentsEnc
} else if (item.system.containerid == "") {
let q = item.system.quantity ?? 1
enc += q * item.system.weight
}
}
}
for (let item of this.items) { // Process items/shields/armors
if ((item.type == "weapon" || item.type == "shield" || item.type == "armor") && item.system.equipped) {
let q = item.system.quantity ?? 1
enc += q * item.system.weight
}
}
// Store local values
this.encCurrent = enc
this.containersTree = equipments.filter(item => item.system.containerid == "") // Returns the root of equipements without container
}
/* -------------------------------------------- */
async equipGear(equipmentId) {
let item = this.items.find(item => item.id == equipmentId);
if (item && item.system) {
let update = { _id: item.id, "system.equipped": !item.system.equipped };
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
}
}
/* -------------------------------------------- */
clearInitiative(){
this.getFlag("world", "initiative", -1)
}
/* -------------------------------------------- */
getInitiativeScore(combatId, combatantId) {
let init = Math.floor( (this.system.attributs.physique.value+this.system.attributs.habilite.value) / 2)
let subvalue = new Roll("1d20").roll({async: false})
return init + (subvalue.total / 100)
}
/* -------------------------------------------- */
getSubActors() {
let subActors = [];
for (let id of this.system.subactors) {
subActors.push(duplicate(game.actors.get(id)))
}
return subActors;
}
/* -------------------------------------------- */
async addSubActor(subActorId) {
let subActors = duplicate(this.system.subactors);
subActors.push(subActorId);
await this.update({ 'system.subactors': subActors });
}
/* -------------------------------------------- */
async delSubActor(subActorId) {
let newArray = [];
for (let id of this.system.subactors) {
if (id != subActorId) {
newArray.push(id);
}
}
await this.update({ 'system.subactors': newArray });
}
/* -------------------------------------------- */
async deleteAllItemsByType(itemType) {
let items = this.items.filter(item => item.type == itemType);
await this.deleteEmbeddedDocuments('Item', items);
}
/* -------------------------------------------- */
async addItemWithoutDuplicate(newItem) {
let item = this.items.find(item => item.type == newItem.type && item.name.toLowerCase() == newItem.name.toLowerCase())
if (!item) {
await this.createEmbeddedDocuments('Item', [newItem]);
}
}
/* -------------------------------------------- */
async incDecQuantity(objetId, incDec = 0) {
let objetQ = this.items.get(objetId)
if (objetQ) {
let newQ = objetQ.system.quantity + incDec
if (newQ >= 0) {
const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.quantity': newQ }]) // pdates one EmbeddedEntity
}
}
}
/* -------------------------------------------- */
spentSkillTranscendence(skill, value) {
let newValue = this.system.skills[skill.categKey].skilllist[skill.skillKey].value - value
newValue = Math.max(0, newValue)
this.update( { [`system.skills.${skill.categKey}.skilllist.${skill.skillKey}.value`]: newValue})
}
/* -------------------------------------------- */
getCommonRollData() {
let rollData = EcrymeUtility.getBasicRollData()
rollData.alias = this.name
rollData.actorImg = this.img
rollData.actorId = this.id
rollData.img = this.img
rollData.isReroll = false
rollData.traits = this.getRollTraits()
rollData.spleen = this.getSpleen()
rollData.ideal = this.getIdeal()
return rollData
}
/* -------------------------------------------- */
rollSkill(categKey, skillKey) {
let skill = this.system.skills[categKey].skilllist[skillKey]
let rollData = this.getCommonRollData()
skill = duplicate(skill)
skill.categKey = categKey
skill.skillKey = skillKey
skill.spec = this.getSpecializations(skillKey)
rollData.skill = skill
rollData.mode = "skill"
rollData.title = game.i18n.localize(skill.name)
rollData.img = skill.img
this.startRoll(rollData)
}
/* -------------------------------------------- */
rollWeapon(weaponId) {
let weapon = this.items.get(weaponId)
if (weapon) {
weapon = duplicate(weapon)
let rollData = this.getCommonRollData()
if (weapon.system.armetype == "mainsnues" || weapon.system.armetype == "epee") {
rollData.attr = { label: "(Physique+Habilité)/2", value: Math.floor( (this.getPhysiqueMalus()+this.system.attributs.physique.value+this.system.attributs.habilite.value) / 2) }
} else {
rollData.attr = duplicate(this.system.attributs.habilite)
}
rollData.mode = "weapon"
rollData.weapon = weapon
rollData.img = weapon.img
rollData.title = weapon.name
this.startRoll(rollData)
} else {
ui.notifications.warn("Impossible de trouver l'arme concernée ")
}
}
/* -------------------------------------------- */
async startRoll(rollData) {
console.log("ROLLDATA", rollData)
let rollDialog = await EcrymeRollDialog.create(this, rollData)
rollDialog.render(true)
}
}