Update actor sheet
This commit is contained in:
+61
-45
@@ -79,17 +79,28 @@ export default class PrismRPGActor extends Actor {
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}
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/* *************************************************/
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async prepareRoll(rollType, rollKey, rollDice ) {
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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 "characteristic":
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if (!this.system.characteristics || !this.system.characteristics[rollKey]) {
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ui.notifications.error(`Characteristic ${rollKey} not found`)
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return
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}
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rollTarget = {
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...foundry.utils.duplicate(this.system.characteristics[rollKey]),
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rollKey: rollKey,
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name: game.i18n.localize(`PRISMRPG.Label.${rollKey}`)
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}
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break
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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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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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@@ -126,70 +137,75 @@ export default class PrismRPGActor extends Actor {
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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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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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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.name.toLowerCase().replace(" skill", "") === weapon.name.toLowerCase())
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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, 1.0)
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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 === weapon.system.weaponClass)
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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, 0.5)
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skill = this.getBestWeaponClassSkill(skills, rollType, 0.25)
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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("PRISMRPG.Notifications.skillNotFound"))
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return
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}
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ui.notifications.warn(game.i18n.localize("PRISMRPG.Notifications.skillNotFound"))
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return
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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("PRISMRPG.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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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("PRISMRPG.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("PRISMRPG.Notifications.rollTypeNotFound") + String(rollType))
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break
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return
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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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// In all cases - verify rollTarget exists
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if (!rollTarget) {
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console.error("Roll target is undefined for rollType:", rollType)
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return
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}
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rollTarget.magicUser = this.system.biodata?.magicUser || false
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rollTarget.actorModifiers = this.system.modifiers ? foundry.utils.duplicate(this.system.modifiers) : {}
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rollTarget.actorLevel = this.system.biodata?.level || 1
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await this.system.roll(rollType, rollTarget)
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}
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