First actor sheet

This commit is contained in:
2023-02-01 12:16:04 +01:00
parent d0f8023234
commit dc27fa8ff2
12 changed files with 211 additions and 978 deletions

View File

@@ -64,28 +64,8 @@ export class Hero6Actor extends Actor {
/* -------------------------------------------- */
computeHitPoints() {
if (this.type == "character") {
let hp = duplicate(this.system.secondary.hp)
let max = (this.system.abilities.str.value + this.system.abilities.con.value) * 6
if (max != hp.max || hp.value > max) {
hp.max = max
hp.value = max // Init case
this.update({ 'system.secondary.hp': hp })
}
}
}
/* -------------------------------------------- */
computeEffortPoints() {
if (this.type == "character") {
let effort = duplicate(this.system.secondary.effort)
let max = (this.system.abilities.con.value + this.system.abilities.int.value) * 6
if (max != effort.max || effort.value > max) {
effort.max = max
effort.value = max // Init case
this.update({ 'system.secondary.effort': effort })
}
}
}
/* -------------------------------------------- */
prepareDerivedData() {
@@ -93,7 +73,6 @@ export class Hero6Actor extends Actor {
this.system.encCapacity = this.getEncumbranceCapacity()
this.buildContainerTree()
this.computeHitPoints()
this.computeEffortPoints()
}
super.prepareDerivedData();
@@ -116,29 +95,6 @@ export class Hero6Actor extends Actor {
Hero6Utility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getFeats() {
let comp = duplicate(this.items.filter(item => item.type == 'feat') || []);
Hero6Utility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getFeatsWithDie() {
let comp = duplicate(this.items.filter(item => item.type == 'feat' && item.system.isfeatdie) || []);
Hero6Utility.sortArrayObjectsByName(comp)
return comp;
}
getFeatsWithSL() {
let comp = duplicate(this.items.filter(item => item.type == 'feat' && item.system.issl) || []);
Hero6Utility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getLore() {
let comp = duplicate(this.items.filter(item => item.type == 'spell') || []);
Hero6Utility.sortArrayObjectsByName(comp)
return comp;
}
getEquippedWeapons() {
let comp = duplicate(this.items.filter(item => item.type == 'weapon' && item.system.equipped) || []);
Hero6Utility.sortArrayObjectsByName(comp)
@@ -211,20 +167,10 @@ export class Hero6Actor extends Actor {
/* -------------------------------------------- */
getSkills() {
let comp = duplicate(this.items.filter(item => item.type == 'skill') || [])
for (let skill of comp) {
Hero6Utility.updateSkill(skill)
}
Hero6Utility.sortArrayObjectsByName(comp)
return comp
}
/* -------------------------------------------- */
getRelevantAbility(statKey) {
let comp = duplicate(this.items.filter(item => item.type == 'skill' && item.system.ability == ability) || []);
return comp;
}
/* -------------------------------------------- */
async equipItem(itemId) {
let item = this.items.find(item => item.id == itemId)
@@ -268,27 +214,6 @@ export class Hero6Actor extends Actor {
return duplicate(this.items.filter(item => item.type == "equipment") || [])
}
/* ------------------------------------------- */
getSaveRoll() {
return {
reflex: {
"label": "Reflex Save",
"img": "systems/fvtt-hero-system-6/images/icons/saves/reflex_save.webp",
"value": this.system.abilities.agi.value + this.system.abilities.wit.value
},
fortitude: {
"label": "Fortitude Save",
"img": "systems/fvtt-hero-system-6/images/icons/saves/fortitude_save.webp",
"value": this.system.abilities.str.value + this.system.abilities.con.value
},
willpower: {
"label": "Willpower Save",
"img": "systems/fvtt-hero-system-6/images/icons/saves/will_save.webp",
"value": this.system.abilities.int.value + this.system.abilities.cha.value
}
}
}
/* ------------------------------------------- */
async buildContainerTree() {
let equipments = duplicate(this.items.filter(item => item.type == "equipment") || [])
@@ -332,15 +257,6 @@ export class Hero6Actor extends Actor {
}
/* -------------------------------------------- */
async rollArmor(rollData) {
let armor = this.getEquippedArmor()
if (armor) {
}
return { armor: "none" }
}
/* -------------------------------------------- */
async incDecHP(formula) {
let dmgRoll = new Roll(formula+"[dark-starsorange]").roll({ async: false })
@@ -351,11 +267,6 @@ export class Hero6Actor extends Actor {
return Number(dmgRoll.total)
}
/* -------------------------------------------- */
getAbility(abilKey) {
return this.system.abilities[abilKey];
}
/* -------------------------------------------- */
async addObjectToContainer(itemId, containerId) {
let container = this.items.find(item => item.id == containerId && item.system.iscontainer)
@@ -429,9 +340,16 @@ export class Hero6Actor extends Actor {
}
/* -------------------------------------------- */
syncRoll(rollData) {
this.lastRollId = rollData.rollId;
Hero6Utility.saveRollData(rollData);
prepareCharacValues( charac) {
charac.total = charac.base+charac.value
charac.roll = 9 + Math.floor((charac.base+charac.value)/5)
}
prepareCharac() {
let characs = duplicate(this.system.characteristics)
for(let key in characs) {
this.prepareCharacValues( characs[key])
}
return characs
}
/* -------------------------------------------- */
@@ -457,31 +375,6 @@ export class Hero6Actor extends Actor {
}
}
/* -------------------------------------------- */
async incrementSkillExp(skillId, inc) {
let skill = this.items.get(skillId)
if (skill) {
await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'system.exp': skill.system.exp + inc }])
let chatData = {
user: game.user.id,
rollMode: game.settings.get("core", "rollMode"),
whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
content: `<div>${this.name} has gained 1 exp in the skill ${skill.name} (exp = ${skill.system.exp})</div`
}
ChatMessage.create(chatData)
if (skill.system.exp >= 25) {
await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'system.exp': 0, 'system.explevel': skill.system.explevel + 1 }])
let chatData = {
user: game.user.id,
rollMode: game.settings.get("core", "rollMode"),
whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
content: `<div>${this.name} has gained 1 exp SL in the skill ${skill.name} (new exp SL : ${skill.system.explevel}) !</div`
}
ChatMessage.create(chatData)
}
}
}
/* -------------------------------------------- */
async incDecQuantity(objetId, incDec = 0) {
let objetQ = this.items.get(objetId)
@@ -504,61 +397,16 @@ export class Hero6Actor extends Actor {
}
/* -------------------------------------------- */
isForcedAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.advantage)
}
isForcedDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.disadvantage)
}
isForcedRollAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.rolladvantage)
}
isForcedRollDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.rolldisadvantage)
}
isNoAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.noadvantage)
}
isNoAction() {
return this.items.find(cond => cond.type == "condition" && cond.system.noaction)
}
isAttackDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.attackdisadvantage)
}
isDefenseDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.defensedisadvantage)
}
isAttackerAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.targetadvantage)
}
/* -------------------------------------------- */
getCommonRollData(abilityKey = undefined) {
let noAction = this.isNoAction()
if (noAction) {
ui.notifications.warn("You can't do any actions du to the condition : " + noAction.name)
return
}
getCommonRollData(chKey = undefined) {
let rollData = Hero6Utility.getBasicRollData()
rollData.alias = this.name
rollData.actorImg = this.img
rollData.actorId = this.id
rollData.img = this.img
rollData.featsDie = this.getFeatsWithDie()
rollData.featsSL = this.getFeatsWithSL()
rollData.armors = this.getArmors()
rollData.conditions = this.getConditions()
rollData.featDieName = "none"
rollData.featSLName = "none"
rollData.rollAdvantage = "none"
rollData.advantage = "none"
rollData.disadvantage = "none"
rollData.forceAdvantage = this.isForcedAdvantage()
rollData.forceDisadvantage = this.isForcedDisadvantage()
rollData.forceRollAdvantage = this.isForcedRollAdvantage()
rollData.forceRollDisadvantage = this.isForcedRollDisadvantage()
rollData.noAdvantage = this.isNoAdvantage()
if (chKey) {
rollData.charac = duplicate(this.system.characteristics[chKey])
this.prepareCharacValues(rollData.charac)
}
if (rollData.defenderTokenId) {
let defenderToken = game.canvas.tokens.get(rollData.defenderTokenId)
let defender = defenderToken.actor
@@ -581,26 +429,20 @@ export class Hero6Actor extends Actor {
rollData.advantageFromTarget = true
}
}
if (abilityKey) {
rollData.ability = this.getAbility(abilityKey)
rollData.selectedKill = undefined
}
console.log("ROLLDATA", rollData)
return rollData
}
/* -------------------------------------------- */
rollAbility(abilityKey) {
let rollData = this.getCommonRollData(abilityKey)
rollData.mode = "ability"
rollCharac(chKey) {
let rollData = this.getCommonRollData(chKey)
rollData.mode = "charac"
if (rollData.target) {
ui.notifications.warn("You are targetting a token with a skill : please use a Weapon instead.")
return
}
Hero6Utility.rollHero6(rollData)
this.startRoll(rollData)
}
/* -------------------------------------------- */
@@ -655,152 +497,8 @@ export class Hero6Actor extends Actor {
}
}
/* -------------------------------------------- */
rollDefenseMelee(attackRollData) {
let weapon = this.items.get(attackRollData.defenseWeaponId)
if (weapon) {
weapon = duplicate(weapon)
let skill = this.items.find(item => item.name.toLowerCase() == weapon.system.skill.toLowerCase())
if (skill) {
skill = duplicate(skill)
Hero6Utility.updateSkill(skill)
let abilityKey = skill.system.ability
let rollData = this.getCommonRollData(abilityKey)
rollData.defenderTokenId = undefined // Cleanup
rollData.mode = "weapondefense"
rollData.shield = this.getEquippedShield()
rollData.attackRollData = duplicate(attackRollData)
rollData.skill = skill
rollData.weapon = weapon
rollData.img = weapon.img
if (!rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
rollData.forceDisadvantage = this.isDefenseDisadvantage()
}
this.startRoll(rollData)
} else {
ui.notifications.warn("Unable to find the relevant skill for weapon " + weapon.name)
}
} else {
ui.notifications.warn("Weapon not found ! ")
}
}
/* -------------------------------------------- */
rollDefenseRanged(attackRollData) {
let rollData = this.getCommonRollData()
rollData.defenderTokenId = undefined // Cleanup
rollData.mode = "rangeddefense"
if ( attackRollData) {
rollData.attackRollData = duplicate(attackRollData)
rollData.effectiveRange = Hero6Utility.getWeaponRange(attackRollData.weapon)
rollData.tokensDistance = attackRollData.tokensDistance // QoL copy
}
rollData.sizeDice = Hero6Utility.getSizeDice(this.system.biodata.size)
rollData.distanceBonusDice = 0 //Math.max(0, Math.floor((rollData.tokensDistance - rollData.effectiveRange) + 0.5))
rollData.hasCover = "none"
rollData.situational = "none"
rollData.useshield = false
rollData.shield = this.getEquippedShield()
this.startRoll(rollData)
}
/* -------------------------------------------- */
rollShieldDie() {
let shield = this.getEquippedShield()
if (shield) {
shield = duplicate(shield)
let rollData = this.getCommonRollData()
rollData.mode = "shield"
rollData.shield = shield
rollData.useshield = true
rollData.img = shield.img
this.startRoll(rollData)
}
}
/* -------------------------------------------- */
async rollArmorDie(rollData = undefined) {
let armor = this.getEquippedArmor()
if (armor) {
armor = duplicate(armor)
let reduce = 0
let multiply = 1
let disadvantage = false
let advantage = false
let messages = ["Armor applied"]
if (rollData) {
if (Hero6Utility.isArmorLight(armor) && Hero6Utility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
return { armorIgnored: true, nbSuccess: 0, messages: ["Armor ignored : Penetrating weapons ignore Light Armors."] }
}
if (Hero6Utility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
messages.push("Armor reduced by 1 (Penetrating weapon)")
reduce = 1
}
if (Hero6Utility.isWeaponLight(rollData.attackRollData.weapon)) {
messages.push("Armor with advantage (Light weapon)")
advantage = true
}
if (Hero6Utility.isWeaponHeavy(rollData.attackRollData.weapon)) {
messages.push("Armor with disadvantage (Heavy weapon)")
disadvantage = true
}
if (Hero6Utility.isWeaponHack(rollData.attackRollData.weapon)) {
messages.push("Armor reduced by 1 (Hack weapon)")
reduce = 1
}
if (Hero6Utility.isWeaponUndamaging(rollData.attackRollData.weapon)) {
messages.push("Armor multiplied by 2 (Undamaging weapon)")
multiply = 2
}
}
let diceColor = armor.system.absorprionroll
let armorResult = await Hero6Utility.getRollTableFromDiceColor(diceColor, false)
console.log("Armor log", armorResult)
let armorValue = Math.max(0, (Number(armorResult.text) + reduce) * multiply)
if (advantage || disadvantage) {
let armorResult2 = await Hero6Utility.getRollTableFromDiceColor(diceColor, false)
let armorValue2 = Math.max(0, (Number(armorResult2.text) + reduce) * multiply)
if (advantage) {
armorValue = (armorValue2 > armorValue) ? armorValue2 : armorValue
messages.push(`Armor advantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
}
if (disadvantage) {
armorValue = (armorValue2 < armorValue) ? armorValue2 : armorValue
messages.push(`Armor disadvantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
}
}
armorResult.armorValue = armorValue
if (!rollData) {
ChatMessage.create({ content: "Armor result : " + armorValue })
}
messages.push("Armor result : " + armorValue)
return { armorIgnored: false, nbSuccess: armorValue, rawArmor: armorResult.text, messages: messages }
}
return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] }
}
/* -------------------------------------------- */
rollSave(saveKey) {
let saves = this.getSaveRoll()
let save = saves[saveKey]
if (save) {
save = duplicate(save)
let rollData = this.getCommonRollData()
rollData.mode = "save"
rollData.save = save
if (rollData.target) {
ui.notifications.warn("You are targetting a token with a save roll - Not authorized.")
return
}
this.startRoll(rollData)
}
}
/* -------------------------------------------- */
async startRoll(rollData) {
this.syncRoll(rollData)
let rollDialog = await Hero6RollDialog.create(this, rollData)
rollDialog.render(true)
}