Added props in actor object : isCharacter, isAdversary, isMinion, isArmy, canDoInitiativeRoll

Minion ignore now the DP in init roll
This commit is contained in:
Vlyan
2022-07-31 18:41:50 +02:00
parent 798b0fdf03
commit 40147ae8d3
9 changed files with 83 additions and 28 deletions

View File

@@ -130,11 +130,11 @@ export class ActorL5r5e extends Actor {
prepareData() {
super.prepareData();
if (this.isCharacter) {
if (this.isCharacterType) {
const system = this.system;
// No automation for npc as they cheat in stats
if (this.type === "character") {
if (this.isCharacter) {
ActorL5r5e.computeDerivedAttributes(system);
}
@@ -242,10 +242,50 @@ export class ActorL5r5e extends Actor {
* Return true if this actor is a PC or NPC
* @return {boolean}
*/
get isCharacter() {
get isCharacterType() {
return ["character", "npc"].includes(this.type);
}
/**
* Return true if this actor is a Character
* @return {boolean}
*/
get isCharacter() {
return this.type === "character";
}
/**
* Return true if this actor is an Adversary
* @return {boolean}
*/
get isAdversary() {
return this.type === "npc" && this.system.type === "adversary";
}
/**
* Return true if this actor is a Minion
* @return {boolean}
*/
get isMinion() {
return this.type === "npc" && this.system.type === "minion";
}
/**
* Return true if this actor is an Army
* @return {boolean}
*/
get isArmy() {
return this.type === "army";
}
/**
* Return true if this actor can do a initiative roll
* @returns {boolean}
*/
get canDoInitiativeRoll() {
return game.combat?.combatants.some((c) => c.tokenId === this.token?._id && !c.initiative);
}
/**
* Return true if a weapon is equipped
* @return {boolean}
@@ -275,7 +315,7 @@ export class ActorL5r5e extends Actor {
* @return {boolean}
*/
get isPrepared() {
if (!this.isCharacter) {
if (!this.isCharacterType) {
return false;
}
@@ -286,7 +326,7 @@ export class ActorL5r5e extends Actor {
};
// Prepared is a boolean or if null we get the info in the actor
let isPrepared = this.type === "character" ? cfg.character : cfg[this.system.type];
let isPrepared = this.isCharacter ? cfg.character : cfg[this.system.type];
if (isPrepared === "null") {
isPrepared = this.system.prepared ? "true" : "false";
}
@@ -299,7 +339,7 @@ export class ActorL5r5e extends Actor {
* @return {number|null}
*/
get statusRank() {
if (!this.isCharacter) {
if (!this.isCharacterType) {
return null;
}
return Math.floor(this.system.social.status / 10);
@@ -310,7 +350,7 @@ export class ActorL5r5e extends Actor {
* @return {number|null}
*/
get intrigueRank() {
if (!this.isCharacter) {
if (!this.isCharacterType) {
return null;
}
return this.type === "npc" ? this.system.conflict_rank.social : this.system.identity.school_rank;
@@ -321,7 +361,7 @@ export class ActorL5r5e extends Actor {
* @return {number|null}
*/
get martialRank() {
if (!this.isCharacter) {
if (!this.isCharacterType) {
return null;
}
return this.type === "npc" ? this.system.conflict_rank.martial : this.system.identity.school_rank;