import PrismRPGUtils from "../utils.mjs" import PrismRPGRoll from "./roll.mjs" export default class PrismRPGActor extends Actor { 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 PrismRPGUtils.loadCompendium("fvtt-prism-rpg.lf-skills") data.items = data.items || [] for (let skill of skills) { if (skill.system.category === "layperson") { data.items.push(skill.toObject()) } } } return super.create(data, options); } async _preCreate(data, options, user) { await super._preCreate(data, options, user) // Configure prototype token settings const prototypeToken = {} if (this.type === "character") { Object.assign(prototypeToken, { sight: { enabled: true }, actorLink: true, disposition: CONST.TOKEN_DISPOSITIONS.FRIENDLY, }) this.updateSource({ prototypeToken }) } } /* *************************************************/ // This method is no longer needed in D&D 5e style system // Weapon proficiency is handled through character class/race features getBestWeaponClassSkill(skills, rollType, multiplier = 1.0) { // In D&D 5e, we don't need weapon skills with bonuses // Just return the first skill (or could be removed entirely) return skills[0] } /* *************************************************/ async applyDamage(hpLoss) { let hp = this.system.hp.value + hpLoss if (hp < 0) { hp = 0 } this.update({ "system.hp.value": hp }) } /* *************************************************/ async prepareRoll(rollType, rollKey, rollDice) { console.log("Preparing roll", rollType, rollKey, rollDice) let rollTarget switch (rollType) { case "characteristic": if (!this.system.characteristics || !this.system.characteristics[rollKey]) { ui.notifications.error(`Characteristic ${rollKey} not found`) return } rollTarget = { ...foundry.utils.duplicate(this.system.characteristics[rollKey]), rollKey: rollKey, name: game.i18n.localize(`PRISMRPG.Label.${rollKey}`) } break case "sub-attribute": if (!this.system.subAttributes || !this.system.subAttributes[rollKey]) { ui.notifications.error(`Sub-attribute ${rollKey} not found`) return } rollTarget = { ...foundry.utils.duplicate(this.system.subAttributes[rollKey]), rollKey: rollKey, name: game.i18n.localize(SYSTEM.SUB_ATTRIBUTES[rollKey].label) } break case "granted": rollTarget = { name: rollKey, formula: foundry.utils.duplicate(this.system.granted[rollKey]), rollKey: rollKey } if (rollTarget.formula === "" || rollTarget.formula === undefined) { rollTarget.formula = 0 } break; case "challenge": rollTarget = foundry.utils.duplicate(this.system.challenges[rollKey]) rollTarget.rollKey = rollKey break case "save": rollTarget = foundry.utils.duplicate(this.system.saves[rollKey]) rollTarget.rollKey = rollKey rollTarget.rollDice = rollDice // Pass the characteristic value for D&D 5e modifier calculation rollTarget.characteristicValue = this.system.characteristics[rollKey].value // The save bonus is the proficiency modifier (value stored in saves) rollTarget.saveBonus = this.system.saves[rollKey].value break case "spell": rollTarget = this.items.find((i) => i.type === "spell" && i.id === rollKey) rollTarget.rollKey = rollKey break case "miracle": rollTarget = this.items.find((i) => i.type === "miracle" && i.id === rollKey) rollTarget.rollKey = rollKey break case "skill": { rollTarget = this.items.find((i) => i.type === "skill" && i.id === rollKey) rollTarget.rollKey = rollKey if (rollTarget.system.category === "weapon") { ui.notifications.warn(game.i18n.localize("PRISMRPG.Notifications.rollFromWeapon")) return } // Get the two sub-attributes for this skill const subAttr1 = rollTarget.system.subAttribute1 || "prowess" const subAttr2 = rollTarget.system.subAttribute2 || "initiative" // Store both sub-attribute values for the dialog to choose from rollTarget.subAttribute1 = subAttr1 rollTarget.subAttribute2 = subAttr2 rollTarget.subAttribute1Value = this.system.subAttributes?.[subAttr1]?.value || 0 rollTarget.subAttribute2Value = this.system.subAttributes?.[subAttr2]?.value || 0 rollTarget.subAttribute1Label = game.i18n.localize(SYSTEM.SUB_ATTRIBUTES?.[subAttr1]?.label || subAttr1) rollTarget.subAttribute2Label = game.i18n.localize(SYSTEM.SUB_ATTRIBUTES?.[subAttr2]?.label || subAttr2) rollTarget.proficiencyBonus = rollTarget.system.modifier break } case "spell-attack": case "spell-power": case "spell-cast": case "miracle-attack": case "miracle-power": rollTarget = this.items.find((i) => (i.type === "miracle" || i.type === "spell") && i.id === rollKey) rollTarget.rollKey = rollKey break case "shield-roll": { rollTarget = this.items.find((i) => i.type === "shield" && i.id === rollKey) let shieldSkill = this.items.find((i) => i.type === "skill" && i.name.toLowerCase() === rollTarget.name.toLowerCase()) rollTarget.skill = shieldSkill rollTarget.rollKey = rollKey } break; case "weapon-damage-small": case "weapon-damage-medium": case "weapon-attack": { let weapon = this.items.find((i) => i.type === "weapon" && i.id === rollKey) if (!weapon) { console.error("Weapon not found", weapon, skill) ui.notifications.warn(game.i18n.localize("PRISMRPG.Notifications.skillNotFound")) return } // Create a plain object for rollTarget to ensure weapon data is preserved rollTarget = { weapon: weapon.toObject(), rollKey: rollKey, combat: foundry.utils.duplicate(this.system.combat), strMod: PrismRPGRoll.getAbilityModifier(this.system.characteristics.str.value), dexMod: PrismRPGRoll.getAbilityModifier(this.system.characteristics.dex.value) } } break default: ui.notifications.error(game.i18n.localize("PRISMRPG.Notifications.rollTypeNotFound") + String(rollType)) return } // In all cases - verify rollTarget exists if (!rollTarget) { console.error("Roll target is undefined for rollType:", rollType) return } rollTarget.magicUser = this.system.biodata?.magicUser || false rollTarget.actorModifiers = this.system.modifiers ? foundry.utils.duplicate(this.system.modifiers) : {} rollTarget.actorLevel = this.system.biodata?.level || 1 await this.system.roll(rollType, rollTarget) } }