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197 lines
7.2 KiB
JavaScript
197 lines
7.2 KiB
JavaScript
import LethalFantasyUtils from "../utils.mjs"
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export default class LethalFantasyActor extends Actor {
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static async create(data, options) {
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// Case of compendium global import
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if (data instanceof Array) {
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return super.create(data, options);
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}
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// If the created actor has items (only applicable to duplicated actors) bypass the new actor creation logic
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if (data.items) {
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let actor = super.create(data, options);
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return actor;
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}
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if (data.type === 'character') {
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const skills = await LethalFantasyUtils.loadCompendium("fvtt-lethal-fantasy.lf-skills")
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data.items = data.items || []
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for (let skill of skills) {
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if (skill.system.category === "layperson") {
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data.items.push(skill.toObject())
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}
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}
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}
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return super.create(data, options);
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}
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async _preCreate(data, options, user) {
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await super._preCreate(data, options, user)
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// Configure prototype token settings
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const prototypeToken = {}
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if (this.type === "character") {
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Object.assign(prototypeToken, {
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sight: { enabled: true },
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actorLink: true,
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disposition: CONST.TOKEN_DISPOSITIONS.FRIENDLY,
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})
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this.updateSource({ prototypeToken })
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}
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}
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/* *************************************************/
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getBestWeaponClassSkill(skills, rollType, multiplier = 1.0) {
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let maxValue = 0
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let goodSkill = skills[0]
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for (let s of skills) {
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if (rollType === "weapon-attack") {
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if (s.system.weaponBonus.attack > maxValue) {
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maxValue = Number(s.system.weaponBonus.attack)
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goodSkill = s
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}
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}
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if (rollType === "weapon-defense") {
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if (s.system.weaponBonus.defense > maxValue) {
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maxValue = Number(s.system.weaponBonus.defense)
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goodSkill = s
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}
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}
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if (rollType.includes("weapon-damage")) {
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if (s.system.weaponBonus.damage > maxValue) {
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maxValue = Number(s.system.weaponBonus.damage)
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goodSkill = s
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}
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}
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}
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goodSkill.weaponSkillModifier = maxValue * multiplier
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return goodSkill
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}
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/* *************************************************/
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async applyDamage(hpLoss) {
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let hp = this.system.hp.value + hpLoss
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if (hp < 0) {
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hp = 0
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}
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this.update({ "system.hp.value": hp })
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}
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/* *************************************************/
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async prepareRoll(rollType, rollKey, rollDice ) {
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console.log("Preparing roll", rollType, rollKey, rollDice)
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let rollTarget
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switch (rollType) {
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case "granted":
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rollTarget = {
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name: rollKey,
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formula: foundry.utils.duplicate(this.system.granted[rollKey]),
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rollKey: rollKey
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}
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if ( rollTarget.formula === "" || rollTarget.formula === undefined) {
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rollTarget.formula = 0
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}
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break;
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case "challenge":
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rollTarget = foundry.utils.duplicate(this.system.challenges[rollKey])
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rollTarget.rollKey = rollKey
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break
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case "save":
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rollTarget = foundry.utils.duplicate(this.system.saves[rollKey])
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rollTarget.rollKey = rollKey
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rollTarget.rollDice = rollDice
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break
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case "spell":
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rollTarget = this.items.find((i) => i.type === "spell" && i.id === rollKey)
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rollTarget.rollKey = rollKey
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break
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case "miracle":
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rollTarget = this.items.find((i) => i.type === "miracle" && i.id === rollKey)
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rollTarget.rollKey = rollKey
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break
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case "skill":
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rollTarget = this.items.find((i) => i.type === "skill" && i.id === rollKey)
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rollTarget.rollKey = rollKey
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if (rollTarget.system.category === "weapon") {
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ui.notifications.warn(game.i18n.localize("LETHALFANTASY.Notifications.rollFromWeapon"))
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return
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}
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break
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case "spell-attack":
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case "spell-power":
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case "miracle-attack":
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case "miracle-power":
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rollTarget = this.items.find((i) => (i.type === "miracle" || i.type == "spell") && i.id === rollKey)
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rollTarget.rollKey = rollKey
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break
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case "shield-roll": {
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rollTarget = this.items.find((i) => i.type === "shield" && i.id === rollKey)
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let shieldSkill = this.items.find((i) => i.type === "skill" && i.name.toLowerCase() === rollTarget.name.toLowerCase())
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rollTarget.skill = shieldSkill
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rollTarget.rollKey = rollKey
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}
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break;
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case "weapon-damage-small":
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case "weapon-damage-medium":
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case "weapon-attack":
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case "weapon-defense": {
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let weapon = this.items.find((i) => i.type === "weapon" && i.id === rollKey)
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let skill
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let skills = this.items.filter((i) => i.type === "skill" && i.name.toLowerCase() === weapon.name.toLowerCase())
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if (skills.length > 0) {
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skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
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} else {
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skills = this.items.filter((i) => i.type === "skill" && i.name.toLowerCase().replace(" skill", "") === weapon.name.toLowerCase())
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if (skills.length > 0) {
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skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
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} else {
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skills = this.items.filter((i) => i.type === "skill" && i.system.weaponClass === weapon.system.weaponClass)
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if (skills.length > 0) {
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skill = this.getBestWeaponClassSkill(skills, rollType, 0.5)
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} else {
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skills = this.items.filter((i) => i.type === "skill" && i.system.weaponClass.includes(SYSTEM.WEAPON_CATEGORIES[weapon.system.weaponClass]))
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if (skills.length > 0) {
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skill = this.getBestWeaponClassSkill(skills, rollType, 0.25)
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} else {
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ui.notifications.warn(game.i18n.localize("LETHALFANTASY.Notifications.skillNotFound"))
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return
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}
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}
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}
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}
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if (!weapon || !skill) {
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console.error("Weapon or skill not found", weapon, skill)
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ui.notifications.warn(game.i18n.localize("LETHALFANTASY.Notifications.skillNotFound"))
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return
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}
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rollTarget = skill
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rollTarget.weapon = weapon
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rollTarget.weaponSkillModifier = skill.weaponSkillModifier
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rollTarget.rollKey = rollKey
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rollTarget.combat = foundry.utils.duplicate(this.system.combat)
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if ( rollType === "weapon-damage-small" || rollType === "weapon-damage-medium") {
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rollTarget.grantedDice = this.system.granted.damageDice
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}
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if ( rollType === "weapon-attack") {
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rollTarget.grantedDice = this.system.granted.attackDice
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}
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if ( rollType === "weapon-defense") {
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rollTarget.grantedDice = this.system.granted.defenseDice
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}
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}
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break
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default:
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ui.notifications.error(game.i18n.localize("LETHALFANTASY.Notifications.rollTypeNotFound") + String(rollType))
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break
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}
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// In all cases
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rollTarget.magicUser = this.system.biodata.magicUser
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rollTarget.actorModifiers = foundry.utils.duplicate(this.system.modifiers)
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rollTarget.actorLevel = this.system.biodata.level
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await this.system.roll(rollType, rollTarget)
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}
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}
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