Files
fvtt-prism-rpg/module/documents/actor.mjs
T
2025-12-20 17:20:01 +01:00

232 lines
8.6 KiB
JavaScript

import PrismRPGUtils from "../utils.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 })
}
}
/* *************************************************/
getBestWeaponClassSkill(skills, rollType, multiplier = 1.0) {
let maxValue = 0
let goodSkill = skills[0]
for (let s of skills) {
if (rollType === "weapon-attack") {
if (s.system.weaponBonus.attack > maxValue) {
maxValue = Number(s.system.weaponBonus.attack)
goodSkill = s
}
}
if (rollType === "weapon-defense") {
if (s.system.weaponBonus.defense > maxValue) {
maxValue = Number(s.system.weaponBonus.defense)
goodSkill = s
}
}
if (rollType.includes("weapon-damage")) {
if (s.system.weaponBonus.damage > maxValue) {
maxValue = Number(s.system.weaponBonus.damage)
goodSkill = s
}
}
}
goodSkill.weaponSkillModifier = maxValue * multiplier
return goodSkill
}
/* *************************************************/
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 primary attribute for D&D 5e style rolls
const attrKey = rollTarget.system.primaryAttribute || "dex"
rollTarget.characteristicValue = this.system.characteristics[attrKey].value
rollTarget.proficiencyBonus = rollTarget.system.modifier
break
case "spell-attack":
case "spell-power":
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":
case "weapon-defense": {
let weapon = this.items.find((i) => i.type === "weapon" && i.id === rollKey)
let skill
let skills = this.items.filter((i) => i.type === "skill" && i.name.toLowerCase() === weapon.name.toLowerCase())
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
} else {
skills = this.items.filter((i) => i.type === "skill" && i.name.toLowerCase().replace(" skill", "") === weapon.name.toLowerCase())
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
} else {
skills = this.items.filter((i) => i.type === "skill" && i.system.weaponClass === weapon.system.weaponClass)
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 0.5)
} else {
skills = this.items.filter((i) => i.type === "skill" && i.system.weaponClass.includes(SYSTEM.WEAPON_CATEGORIES[weapon.system.weaponClass]))
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 0.25)
} else {
ui.notifications.warn(game.i18n.localize("PRISMRPG.Notifications.skillNotFound"))
return
}
}
}
}
if (!weapon || !skill) {
console.error("Weapon or skill not found", weapon, skill)
ui.notifications.warn(game.i18n.localize("PRISMRPG.Notifications.skillNotFound"))
return
}
rollTarget = skill
rollTarget.weapon = weapon
rollTarget.weaponSkillModifier = skill.weaponSkillModifier
rollTarget.rollKey = rollKey
rollTarget.combat = foundry.utils.duplicate(this.system.combat)
if (rollType === "weapon-damage-small" || rollType === "weapon-damage-medium") {
rollTarget.grantedDice = this.system.granted.damageDice
}
if (rollType === "weapon-attack") {
rollTarget.grantedDice = this.system.granted.attackDice
}
if (rollType === "weapon-defense") {
rollTarget.grantedDice = this.system.granted.defenseDice
}
}
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)
}
}