Added props in actor object : isCharacter, isAdversary, isMinion, isArmy, canDoInitiativeRoll
Minion ignore now the DP in init roll
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@@ -130,11 +130,11 @@ export class ActorL5r5e extends Actor {
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prepareData() {
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super.prepareData();
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if (this.isCharacter) {
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if (this.isCharacterType) {
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const system = this.system;
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// No automation for npc as they cheat in stats
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if (this.type === "character") {
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if (this.isCharacter) {
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ActorL5r5e.computeDerivedAttributes(system);
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}
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@@ -242,10 +242,50 @@ export class ActorL5r5e extends Actor {
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* Return true if this actor is a PC or NPC
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* @return {boolean}
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*/
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get isCharacter() {
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get isCharacterType() {
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return ["character", "npc"].includes(this.type);
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}
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/**
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* Return true if this actor is a Character
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* @return {boolean}
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*/
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get isCharacter() {
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return this.type === "character";
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}
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/**
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* Return true if this actor is an Adversary
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* @return {boolean}
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*/
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get isAdversary() {
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return this.type === "npc" && this.system.type === "adversary";
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}
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/**
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* Return true if this actor is a Minion
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* @return {boolean}
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*/
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get isMinion() {
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return this.type === "npc" && this.system.type === "minion";
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}
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/**
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* Return true if this actor is an Army
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* @return {boolean}
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*/
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get isArmy() {
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return this.type === "army";
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}
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/**
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* Return true if this actor can do a initiative roll
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* @returns {boolean}
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*/
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get canDoInitiativeRoll() {
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return game.combat?.combatants.some((c) => c.tokenId === this.token?._id && !c.initiative);
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}
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/**
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* Return true if a weapon is equipped
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* @return {boolean}
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@@ -275,7 +315,7 @@ export class ActorL5r5e extends Actor {
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* @return {boolean}
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*/
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get isPrepared() {
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if (!this.isCharacter) {
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if (!this.isCharacterType) {
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return false;
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}
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@@ -286,7 +326,7 @@ export class ActorL5r5e extends Actor {
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};
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// Prepared is a boolean or if null we get the info in the actor
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let isPrepared = this.type === "character" ? cfg.character : cfg[this.system.type];
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let isPrepared = this.isCharacter ? cfg.character : cfg[this.system.type];
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if (isPrepared === "null") {
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isPrepared = this.system.prepared ? "true" : "false";
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}
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@@ -299,7 +339,7 @@ export class ActorL5r5e extends Actor {
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* @return {number|null}
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*/
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get statusRank() {
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if (!this.isCharacter) {
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if (!this.isCharacterType) {
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return null;
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}
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return Math.floor(this.system.social.status / 10);
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@@ -310,7 +350,7 @@ export class ActorL5r5e extends Actor {
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* @return {number|null}
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*/
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get intrigueRank() {
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if (!this.isCharacter) {
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if (!this.isCharacterType) {
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return null;
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}
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return this.type === "npc" ? this.system.conflict_rank.social : this.system.identity.school_rank;
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@@ -321,7 +361,7 @@ export class ActorL5r5e extends Actor {
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* @return {number|null}
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*/
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get martialRank() {
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if (!this.isCharacter) {
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if (!this.isCharacterType) {
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return null;
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}
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return this.type === "npc" ? this.system.conflict_rank.martial : this.system.identity.school_rank;
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@@ -220,7 +220,7 @@ export class ArmySheetL5r5e extends BaseSheetL5r5e {
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* @private
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*/
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async _updateLinkedActorData(type, actor, isInit = false) {
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if (!actor || actor.documentName !== "Actor" || !actor.isCharacter) {
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if (!actor || actor.documentName !== "Actor" || !actor.isCharacterType) {
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console.warn("L5R5E | Wrong actor type", actor?.type, actor);
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return;
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}
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@@ -621,12 +621,29 @@ export class BaseCharacterSheetL5r5e extends BaseSheetL5r5e {
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event.stopPropagation();
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const li = $(event.currentTarget);
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const weapon = this._getWeaponInfos(li.data("weapon-id") || null);
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const isInitiative = li.data("initiative") || false;
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if (isInitiative) {
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if (!game.combat) {
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ui.notifications.warn(game.i18n.localize("COMBAT.NoneActive"));
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return;
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}
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if (!this.actor.canDoInitiativeRoll) {
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ui.notifications.error(game.i18n.localize("l5r5e.conflict.initiative.already_set"));
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return;
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}
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// Minion specific
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if (this.actor.isMinion) {
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this.actor.rollInitiative().then();
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return;
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}
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}
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new game.l5r5e.DicePickerDialog({
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ringId: li.data("ring") || null,
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skillId: weapon?.skill || li.data("skill") || null,
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skillCatId: li.data("skillcat") || null,
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isInitiativeRoll: li.data("initiative") || false,
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isInitiativeRoll: isInitiative,
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actor: this.actor,
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itemUuid: weapon?.uuid,
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}).render(true);
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@@ -44,7 +44,7 @@ export class CombatL5r5e extends Combat {
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}
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// Skip non character types (army)
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if (!combatant.actor.isCharacter) {
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if (!combatant.actor.isCharacterType) {
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updatedCombatants.push({
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_id: combatant.id,
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initiative: 0,
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@@ -53,7 +53,7 @@ export class CombatL5r5e extends Combat {
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}
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// Prepared is a boolean or if null we get the info in the actor sheet
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const isPc = combatant.actor.type === "character";
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const isPc = combatant.actor.isCharacter;
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const isPrepared = combatant.actor.isPrepared;
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const actorSystem = combatant.actor.system;
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@@ -65,7 +65,7 @@ export class CombatL5r5e extends Combat {
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isPrepared === "true" ? actorSystem.focus : actorSystem.is_compromised ? 1 : actorSystem.vigilance;
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// Roll only for PC and Adversary
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if (isPc || actorSystem.type === "adversary") {
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if (isPc || combatant.actor.isAdversary) {
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// DicePicker management
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// formula is empty on the fist call (combat tab buttons)
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if (!formula && !combatant.initiative) {
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@@ -174,14 +174,14 @@ export class CombatL5r5e extends Combat {
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/**
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* Define how the array of Combatants is sorted in the displayed list of the tracker.
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* This method can be overridden by a system or module which needs to display combatants in an alternative order.
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* By default sort by initiative, falling back to name
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* By default, sort by initiative, falling back to name
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* @private
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*/
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_sortCombatants(a, b) {
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// if tie : sort by honor, less honorable first
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if (a.initiative === b.initiative) {
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// skip if no actor or if armies
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if (!a.actor || !b.actor || a.actor.type === "army" || b.actor.type === "army") {
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if (!a.actor || !b.actor || a.actor.isArmy || b.actor.isArmy) {
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return 0;
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}
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@@ -403,7 +403,7 @@ export class DicePickerDialog extends FormApplication {
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canUseVoidPoint:
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this.object.difficulty.addVoidPoint ||
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!this._actor ||
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(this._actor.isCharacter && this._actor.system.void_points.value > 0),
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(this._actor.isCharacterType && this._actor.system.void_points.value > 0),
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disableSubmit: this.object.skill.value < 1 && this.object.ring.value < 1,
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difficultyHiddenIsLock: this._difficultyHiddenIsLock.gm || this._difficultyHiddenIsLock.option,
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};
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@@ -536,8 +536,8 @@ export class DicePickerDialog extends FormApplication {
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ui.notifications.warn(game.i18n.localize("COMBAT.NoneActive"));
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return this.close();
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}
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const combatant = game.combat.combatants.find((c) => c.actor.id === this._actor.id && c.initiative > 0);
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if (combatant) {
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if (!this._actor.canDoInitiativeRoll) {
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ui.notifications.error(game.i18n.localize("l5r5e.conflict.initiative.already_set"));
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return this.close();
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}
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@@ -721,7 +721,7 @@ export class DicePickerDialog extends FormApplication {
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const targetGrp = Array.from(game.user.targets).reduce(
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(acc, tgt) => {
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const targetActor = tgt.document.actor;
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if (!targetActor.isCharacter) {
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if (!targetActor.isCharacterType) {
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return acc;
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}
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@@ -250,7 +250,7 @@ export class RollnKeepDialog extends FormApplication {
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...(await super.getData(options)),
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isGM: game.user.isGM,
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showChoices: options.editable && !rollData.rnkEnded,
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showStrifeBt: options.editable && rollData.summary.strife > 0 && rollData.actor?.isCharacter,
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showStrifeBt: options.editable && rollData.summary.strife > 0 && rollData.actor?.isCharacterType,
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cssClass: this.options.classes.join(" "),
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data: this.object,
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l5r5e: rollData,
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@@ -713,7 +713,7 @@ export class RollnKeepDialog extends FormApplication {
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// Apply strife to actor
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const strifeApplied = Math.min(this.roll.l5r5e.summary.strife, Math.max(0, formData.strifeApplied));
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const actorMod = strifeApplied - this.roll.l5r5e.strifeApplied;
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if (actorMod !== 0 && this.roll.l5r5e.actor?.isCharacter) {
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if (actorMod !== 0 && this.roll.l5r5e.actor?.isCharacterType) {
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await this.roll.l5r5e.actor.update({
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system: {
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strife: {
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@@ -125,9 +125,7 @@ export class GmMonitor extends FormApplication {
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...(await super.getData(options)),
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data: {
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...this.object,
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actors: this.object.actors.filter((e) =>
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this.object.view === "armies" ? e.type === "army" : e.type !== "army"
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),
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actors: this.object.actors.filter((a) => (this.object.view === "armies" ? a.isArmy : !a.isArmy)),
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},
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};
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}
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@@ -178,7 +176,7 @@ export class GmMonitor extends FormApplication {
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case "weapons":
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return this._getTooltipWeapons(actor);
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case "global":
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return actor.type === "army" ? this._getTooltipArmiesGlobal(actor) : this._getTooltipGlobal(actor);
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return actor.isArmy ? this._getTooltipArmiesGlobal(actor) : this._getTooltipGlobal(actor);
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}
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});
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}
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@@ -197,12 +197,12 @@ export class GmToolbox extends FormApplication {
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for await (const actor of game.actors.contents) {
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// Only characters types
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if (!actor.isCharacter) {
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if (!actor.isCharacterType) {
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continue;
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}
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// Manage left/right button
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if (!isAll && (actor.type !== "character" || !actor.hasPlayerOwner)) {
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if (!isAll && (!actor.isCharacter || !actor.hasPlayerOwner)) {
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continue;
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}
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@@ -110,7 +110,7 @@ export class ArmyCohortSheetL5r5e extends ItemSheetL5r5e {
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* @private
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*/
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async _updateLinkedActorData(actor) {
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if (!actor || actor.documentName !== "Actor" || !actor.isCharacter) {
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if (!actor || actor.documentName !== "Actor" || !actor.isCharacterType) {
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console.warn("L5R5E | Wrong actor type", actor?.type, actor);
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return;
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}
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