fvtt-pegasus-rpg/modules/pegasus-actor.js

513 lines
17 KiB
JavaScript

/* -------------------------------------------- */
import { PegasusUtility } from "./pegasus-utility.js";
import { PegasusRollDialog } from "./pegasus-roll-dialog.js";
/* -------------------------------------------- */
const coverBonusTable = { "nocover": 0, "lightcover": 2, "heavycover": 4, "entrenchedcover": 6};
/* -------------------------------------------- */
/* -------------------------------------------- */
/**
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
* @extends {Actor}
*/
export class PegasusActor 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') {
const skills = await PegasusUtility.loadCompendium("fvtt-weapons-of-the-gods.skills");
data.items = skills.map(i => i.toObject());
}
if ( data.type == 'npc') {
}
return super.create(data, options);
}
/* -------------------------------------------- */
prepareBaseData() {
}
/* -------------------------------------------- */
async prepareData() {
super.prepareData();
}
/* -------------------------------------------- */
prepareDerivedData() {
if (this.type == 'character') {
let h = 0;
let updates = [];
for (let key in this.data.data.statistics) {
let attr = this.data.data.statistics[key];
}
/*if ( h != this.data.data.secondary.health.max) {
this.data.data.secondary.health.max = h;
updates.push( {'data.secondary.health.max': h} );
}*/
if ( updates.length > 0 ) {
this.update( updates );
}
}
super.prepareDerivedData();
}
/* -------------------------------------------- */
_preUpdate(changed, options, user) {
super._preUpdate(changed, options, user);
}
/* -------------------------------------------- */
getPerks() {
let comp = this.data.items.filter( item => item.type == 'perk');
return comp;
}
/* -------------------------------------------- */
getPowers() {
let comp = this.data.items.filter( item => item.type == 'power');
return comp;
}
/* -------------------------------------------- */
getArmors() {
let comp = this.data.items.filter( item => item.type == 'armor');
return comp;
}
/* -------------------------------------------- */
getShields() {
let comp = this.data.items.filter( item => item.type == 'shield');
return comp;
}
/* -------------------------------------------- */
checkAndPrepareWeapon(item) {
let types=[];
let specs=[];
let stats=[];
item.data.specs = specs;
item.data.stats = stats;
item.data.typeText = types.join('/');
}
/* -------------------------------------------- */
checkAndPrepareWeapons(weapons) {
for ( let item of weapons) {
this.checkAndPrepareWeapon(item);
}
return weapons;
}
/* -------------------------------------------- */
getWeapons() {
let comp = this.data.items.filter( item => item.type == 'weapon' );
return comp;
}
/* -------------------------------------------- */
getSpecs() {
let comp = this.data.items.filter( item => item.type == 'specialisation');
return comp;
}
/* -------------------------------------------- */
async equipItem(itemId ) {
let item = this.data.items.find( item => item.id == itemId );
if (item && item.data.data) {
let update = { _id: item.id, "data.equipped": !item.data.data.equipped };
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
}
}
/* -------------------------------------------- */
compareName( a, b) {
if ( a.name < b.name ) {
return -1;
}
if ( a.name > b.name ) {
return 1;
}
return 0;
}
/* ------------------------------------------- */
getEquipments() {
return this.data.items.filter( item => item.type == 'shield' || item.type == 'armor' || item.type == "weapon" || item.type == "equipment");
}
/* -------------------------------------------- */
getActiveEffects(matching = it => true) {
let array = Array.from(this.getEmbeddedCollection("ActiveEffect").values());
return Array.from(this.getEmbeddedCollection("ActiveEffect").values()).filter(it => matching(it));
}
/* -------------------------------------------- */
getEffectByLabel(label) {
return this.getActiveEffects().find(it => it.data.label == label);
}
/* -------------------------------------------- */
getEffectById(id) {
return this.getActiveEffects().find(it => it.id == id);
}
/* -------------------------------------------- */
getAttribute( attrKey ) {
return this.data.data.attributes[attrKey];
}
/* -------------------------------------------- */
async equipGear( equipmentId ) {
let item = this.data.items.find( item => item.id == equipmentId );
if (item && item.data.data) {
let update = { _id: item.id, "data.equipped": !item.data.data.equipped };
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
}
}
/* -------------------------------------------- */
getInitiativeScore( ) {
if ( this.type == 'character') {
// TODO
}
return 0.0;
}
/* -------------------------------------------- */
getArmorModifier( ) {
let armors = this.getArmors();
let modifier = 0;
for (let armor of armors) {
if (armor.data.data.equipped) {
if (armor.data.data.type == 'light') modifier += 5;
if (armor.data.data.type == 'medium') modifier += 10;
if (armor.data.data.type == 'heavy') modifier += 15;
}
}
return modifier;
}
/* -------------------------------------------- */
async applyDamageLoss( damage) {
let chatData = {
user: game.user.id,
alias : this.name,
rollMode: game.settings.get("core", "rollMode"),
whisper: [game.user.id].concat( ChatMessage.getWhisperRecipients('GM') ),
};
//console.log("Apply damage chat", chatData );
if (damage > 0 ) {
let health = duplicate(this.data.data.secondary.health);
health.value -= damage;
if (health.value < 0 ) health.value = 0;
this.update( { "data.secondary.health.value": health.value});
chatData.content = `${this.name} looses ${damage} health. New health value is : ${health.value}` ;
} else {
chatData.content = `No health loss for ${this.name} !`;
}
await ChatMessage.create( chatData );
}
/* -------------------------------------------- */
processNoDefense( attackRollData) {
let defenseRollData = {
mode : "nodefense",
finalScore: 0,
defenderName: this.name,
attackerName: attackRollData.alias,
armorModifier: this.getArmorModifier(),
actorId: this.id,
alias: this.name,
result: 0,
}
this.syncRoll( defenseRollData );
this.processDefenseResult(defenseRollData, attackRollData);
}
/* -------------------------------------------- */
async processApplyDamage(defenseRollData, attackRollData) { // Processed by the defender actor
if ( attackRollData && attackRollData ) {
let result = attackRollData.finalScore;
defenseRollData.damageDices = WotGUtility.getDamageDice( result );
defenseRollData.damageRoll = await this.rollDamage(defenseRollData);
chatData.damages = true;
chatData.damageDices = defenseRollData.damageDices;
WotGUtility.createChatWithRollMode( this.name, {
content: await renderTemplate(`systems/fvtt-weapons-of-the-gods/templates/chat-opposed-damages.html`, chatData)
});
}
}
/* -------------------------------------------- */
async processDefenseResult(defenseRollData, attackRollData) { // Processed by the defenser
if ( defenseRollData && attackRollData) {
let result = attackRollData.finalScore - defenseRollData.finalScore;
defenseRollData.defenderName = this.name,
defenseRollData.attackerName = attackRollData.alias
defenseRollData.result= result
defenseRollData.damages = false
defenseRollData.damageDices = 0;
if ( result > 0 ) {
defenseRollData.damageDices = WotGUtility.getDamageDice( result );
defenseRollData.damageRoll = await this.rollDamage(defenseRollData, attackRollData);
defenseRollData.damages = true;
defenseRollData.finalDamage = defenseRollData.damageRoll.total;
WotGUtility.updateRollData( defenseRollData);
console.log("DAMAGE ROLL OBJECT", defenseRollData);
WotGUtility.createChatWithRollMode( this.name, {
content: await renderTemplate(`systems/fvtt-weapons-of-the-gods/templates/chat-opposed-damage.html`, defenseRollData)
});
} else {
WotGUtility.updateRollData( defenseRollData );
WotGUtility.createChatWithRollMode( this.name, {
content: await renderTemplate(`systems/fvtt-weapons-of-the-gods/templates/chat-opposed-fail.html`, defenseRollData)
});
}
}
}
/* -------------------------------------------- */
async rollDamage( defenseRollData, attackRollData ) {
let weaponDamage = 0;
if (attackRollData.weapon?.data?.damage) {
weaponDamage = Number(attackRollData.weapon.data.damage);
}
let formula = defenseRollData.damageDices+"d10+"+defenseRollData.armorModifier + "+" + weaponDamage;
console.log("ROLL : ", formula);
let myRoll = new Roll(formula).roll( { async: false} );
await WotGUtility.showDiceSoNice(myRoll, game.settings.get("core", "rollMode") );
return myRoll;
}
/* -------------------------------------------- */
getSubActors() {
let subActors = [];
for (let id of this.data.data.subactors) {
subActors.push(duplicate(game.actors.get(id)));
}
return subActors;
}
/* -------------------------------------------- */
async addSubActor( subActorId) {
let subActors = duplicate( this.data.data.subactors);
subActors.push( subActorId);
await this.update( { 'data.subactors': subActors } );
}
/* -------------------------------------------- */
async delSubActor( subActorId) {
let newArray = [];
for (let id of this.data.data.subactors) {
if ( id != subActorId) {
newArray.push( id);
}
}
await this.update( { 'data.subactors': newArray } );
}
/* -------------------------------------------- */
setDefenseMode( rollData ) {
console.log("DEFENSE MODE IS SET FOR", this.name);
this.data.defenseRollData = rollData;
this.data.defenseDefenderId = rollData.defenderId;
this.data.defenseAttackerId = rollData.attackerId;
}
/* -------------------------------------------- */
clearDefenseMode( ) {
this.data.defenseDefenderId = undefined;
this.data.defenseAttackerId = undefined;
this.data.defenseRollData = undefined;
}
/* -------------------------------------------- */
syncRoll( rollData ) {
let linkedRollId = WotGUtility.getDefenseState(this.id);
if ( linkedRollId) {
rollData.linkedRollId = linkedRollId;
}
rollData.rollId = randomID(16);
this.lastRollId = rollData.rollId;
WotGUtility.saveRollData( rollData );
}
/* -------------------------------------------- */
async rollSkill( skillId ) {
let skill = this.data.items.find( item => item.type == 'skill' && item.id == skillId);
if (skill) {
let rollData = {
mode: "skill",
alias: this.name,
actorImg: this.img,
actorId: this.id,
img: skill.img,
rollMode: game.settings.get("core", "rollMode"),
armorModifier: this.getArmorModifier(),
title: `Skill ${skill.name} `,
skill: duplicate(skill),
skillAttr: this.getAttribute( skill.data.data.attribute ),
optionsNegative: WotGUtility.getNegativeModifiers(),
optionsPositive: WotGUtility.getPositiveModifiers(),
negativeModifier: 0,
positiveModifier: 0,
specialtiesBonus: 0,
}
this.syncRoll( rollData);
let rollDialog = await WotGRollDialog.create( this, rollData);
console.log(rollDialog);
rollDialog.render( true );
} else {
ui.notifications.warn("Skill not found !");
}
}
/* -------------------------------------------- */
applyTechniqueCost( techId) {
let tech = duplicate(this.data.items.find( item => item.id == techId));
if (tech ) {
let attr = this.getAttributeFromChiName( tech.data.chicolor);
let chiscore = attr.chiscore - tech.data.chicost;
chiscore = (chiscore < 0) ? 0 : chiscore;
this.update( { [`data.attributes.${attr.key}.chiscore`]: chiscore } );
}
}
/* -------------------------------------------- */
updateWithTarget( rollData) {
let objectDefender
let target = WotGUtility.getTarget();
if ( !target) {
ui.notifications.warn("You are using a Weapon without a Target.");
} else {
let defenderActor = game.actors.get(target.data.actorId);
objectDefender = WotGUtility.data(defenderActor);
objectDefender = mergeObject(objectDefender, target.data.actorData);
rollData.defender = objectDefender;
rollData.attackerId = this.id;
rollData.defenderId = objectDefender._id;
console.log("ROLLDATA DEFENDER !!!", rollData);
}
}
/* -------------------------------------------- */
async rollTechnique( techId ) {
let technique = this.data.items.find( item => item.type == 'technique' && item.id == techId);
if (technique) {
let usedChi = this.getAttributeFromChiName( technique.data.data.chicolor);
if ( usedChi.chiscore < 0 || technique.data.data.chicost > usedChi.chiscore) {
ui.notifications.warn(`Not enough ${usedChi.chi} to use Technique ${technique.name}`);
return;
}
let chi = undefined;
let skill = this.data.items.find( item => item.type == 'skill' && item.name == technique.data.data.skillchi);
if ( !skill) {
chi = this.getAttributeFromChiName( technique.data.data.skillchi);
}
let rollData = {
mode: "technique",
alias: this.name,
armorModifier: this.getArmorModifier(),
actorImg: this.img,
actorId: this.id,
img: technique.img,
rollMode: game.settings.get("core", "rollMode"),
title: `Technique ${technique.name} `,
technique: duplicate(technique),
optionsNegative: WotGUtility.getNegativeModifiers(),
optionsPositive: WotGUtility.getPositiveModifiers(),
negativeModifier: 0,
positiveModifier: 0,
specialtiesBonus: 0
}
if ( skill) {
rollData.skill = duplicate(skill);
rollData.attr = this.getAttribute( skill.data.data.attribute );
} else {
rollData.attr = chi;
}
this.updateWithTarget(rollData);
this.syncRoll( rollData);
let rollDialog = await WotGRollDialog.create( this, rollData);
console.log(rollDialog);
rollDialog.render( true );
} else {
ui.notifications.warn("Technique not found !");
}
}
/* -------------------------------------------- */
async rollWeapon( weaponId ) {
let weapon = this.data.items.find( item => item.id == weaponId);
console.log("WEAPON :", weaponId, weapon );
if ( weapon ) {
weapon = duplicate(weapon);
this.checkAndPrepareWeapon( weapon );
let rollData = {
mode: 'weapon',
actorType: this.type,
alias: this.name,
actorId: this.id,
img: weapon.img,
rollMode: game.settings.get("core", "rollMode"),
armorModifier: this.getArmorModifier(),
title: "Attack : " + weapon.name,
weapon: weapon,
skillKey : 0,
optionsNegative: WotGUtility.getNegativeModifiers(),
optionsPositive: WotGUtility.getPositiveModifiers(),
negativeModifier: 0,
positiveModifier: 0,
specialtiesBonus: 0,
}
this.updateWithTarget(rollData);
this.syncRoll( rollData);
let rollDialog = await WotGRollDialog.create( this, rollData);
console.log("WEAPON ROLL", rollData);
rollDialog.render( true );
} else {
ui.notifications.warn("Weapon not found !", weaponId);
}
}
}