Initial skeleton

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2026-03-05 21:51:31 +01:00
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export default class AwEActor extends Actor {
/** @override */
prepareData() {
super.prepareData()
}
/** @override */
prepareBaseData() {}
/** @override */
prepareDerivedData() {
const actorData = this
this._prepareCharacterData(actorData)
this._prepareCreatureData(actorData)
}
/**
* Prepare character data.
* @param {object} actorData - The actor data.
*/
_prepareCharacterData(actorData) {
if (actorData.type !== "character") return
}
/**
* Prepare creature data.
* @param {object} actorData - The actor data.
*/
_prepareCreatureData(actorData) {
if (actorData.type !== "creature") return
}
/**
* Roll an attribute check.
* @param {string} attributeId - The attribute to roll.
* @param {object} options - Roll options.
* @returns {Promise<Roll>} The roll result.
*/
async rollAttribute(attributeId, options = {}) {
const attribute = this.system.attributes[attributeId]
if (!attribute) return null
const mod = attribute.mod ?? 0
const formula = `1d20 + ${mod}`
const roll = new Roll(formula)
await roll.evaluate()
// Determine outcome vs DC if provided
let outcome = null
if (options.dc !== undefined) {
const total = roll.total
const dc = options.dc
if (total >= dc + 10) outcome = "criticalSuccess"
else if (total >= dc) outcome = "success"
else if (total <= dc - 10) outcome = "criticalFailure"
else outcome = "failure"
}
// Send to chat
const attrLabel = attributeId.charAt(0).toUpperCase() + attributeId.slice(1)
const flavor = options.flavor || game.i18n.localize(`AWEMMY.Attribute.${attrLabel}`)
await roll.toMessage({
speaker: ChatMessage.getSpeaker({ actor: this }),
flavor,
rollMode: game.settings.get("core", "rollMode")
})
return { roll, outcome }
}
}